Yearly Archives: 2025

2.5 Survival Revival Update 12.08.25

The V2.5 Survival Revival Stable Update is out on all platforms! This feature-rich update focuses on community feedback and the return of some long awaited features. Xbox will be on V2.5 b20 until b23 passes cert. As a result of this you will need to empty vehicle storage before adding the new storage mods to vehicles until b23 is released. The update includes:

  • Improved Water Survival with Empty Jars
  • Vehicle storage improvements and mods
  • The new Lore Friendly Rancher Zombie (Replaces the Plague Spitter)
  • The new Lore Friendly Chuck Zombie (Replaces the Frost Claw)
  • A brand a new Smell System with some great surprises
  • Distant storm rendering
  • Updated Biome Hazards, Storms, Temperature & Protective Clothing
  • A new Apiary Station to produce Honey
  • New Honey inspired recipes
  • Third Person Camera support (Toggleable In-Game)
  • Turret Ammo Improvements
  • Quest Improvements
  • A new character window rendering
  • New Free Cosmetic Skins & DLC
  • New Trader Jen Model
  • New Food and Water Bars with Stats
  • New Server Config Settings

Warning to players before upgrading to V2.5

With changes made to the workstation progression, if a player is in the middle of crafting a workbench, the update may remove that recipe unlock and clear the crafting queue. This will NOT refund the crafting ingredients back to the player. Be sure to clear all crafting queues before updating to V2.5.

Please note that we have adjusted the default controller layout to accommodate some new and reworked controller inputs. The first time starting the game after updating all input bindings will be reset to their new defaults.

Although the build is compatible with 2.X save games we highly recommend starting a new game for the best experience. If you continue an old save game we recommend turning on storms as they are much improved.

2.5 Survival Revival Release Notes

Improved Water Survival (Empty Jars)

We know this is a topic of great interest to the community, and we have taken extra care to listen and read hundreds of posts and polls. What stood out the most is that people liked the old empty jar system for the immersive feeling of rummaging through loot to find an empty jar, locating a water source, filling the jar, and boiling it to drink it safely. 

With that in mind, we combined the best of the old and new systems and made it balanced. Here’s how it works:

  • In the early game, you scavenge for jars and fill them with murky water from natural lakes, rivers and ditches, or from other man-made bodies of water. Murky water is boiled for use as normal. Toilets, sinks, and other water fixtures are all dried up.
  • Early to mid-game, you can choose to craft dew collectors or continue only to use the jars that you find.
  • To balance gameplay, jars are one-time use, not refunded by default (See Jar Refund Options Below). The dew collector unlocks at Workstation Crafting level 16, is now crafted on the workbench, and additional resources are required for crafting. Murky water and other drinks still have a chance to be found in loot.
  • Jars can be crafted once you have a forge and a crucible.
    • With no perks, the recipe will be 31 sand and 6 clay
    • With Advanced Engineering 5/5, the recipe gets reduced to 25 sand and 5 clay
  • A Jar Refund menu option has been added which can change the chance to get a Jar Refunded after use. The available settings are: 0% Default, 5%, 10%, 20%, 30%, 40%, 50%, 60%, 70%, 80%, 90%, 100%

Vehicle Storage Improvements & Mods

Each vehicle by default will now support one additional storage column for more storage slots:

  • Bicycle: 1 extra storage slot
  • Minibike: 3 extra storage slots
  • Motorcycle: 4 extra storage slots
  • Gyrocopter: 5 extra storage slots
  • 4X4 Truck : 9 extra storage slots

We are adding vehicle storage mods that will increase any vehicle’s storage capacity by 1 row which will increase a vehicle’s storage capacity by 10 slots. Each vehicle can hold up to two vehicle storage mods for a total increased storage capacity of 20 storage slots. When you install a vehicle storage mod you will see your vehicle visibly change. For example: you would see new saddlebags on a bicycle when a vehicle storage mod is installed.

The New Rancher Zombie

The 2.0 Plague Spitter model has been replaced with ‘The Rancher’ who looks more grounded to the Navezgane Arizona desert game lore. The Rancher still has the swarm spitting attack.

The New Chuck Zombie

The 2.0 Frost Claw model has been replaced with the new ‘Chuck’ zombie which looks more grounded to the Navezgane Arizona snowy mountains game lore. Chuck still has the boulder throwing attack.

Smell System

We have added a new smell system to the game with some great improvements from the classic smell system.

  • Having 5 or more Raw Meat in your inventory will create a smell.
  • There is a 10 second grace period before the smell begins to smell, giving the player an opportunity to store or package the raw meat.
  • Raw Meat smells have a distance in meters they travel which will be displayed on a left HUD buff popout with a Nose Icon on it. The distance number on the buff HUD will grow over time until it reaches a maximum distance. The more Raw Meat you’re carrying the longer the smell distance. 
  • Once a smell has reached its maximum distance it will linger in the air for a short time period represented by a slowly decreasing HUD number until the smell dissipates and the number decreases at a faster rate.
  • There are several ways you can prevent Raw Meat from smelling including:
    • Packaging the Raw Meat in bundles of 5 using paper and plant fibers.
    • Storing the Raw Meat in a vehicle or storage container
  • Consuming food now causes smell so you need to be careful when and what you eat. Many consumables now have a Smell Distance stat.
  • Consuming multiple items in a row will cause a combined smell distance.
  • The flatulence the player makes from Dysentery will cause a smell.
  • Smells combined have a maximum cumulative distance of 100 meters.
  • Smells do not travel as far when indoors or sheltered and are reduced to 20% of their full distance and will dynamically shrink or grow when you go inside or outside.
  • Your current smell can be cleared by submerging yourself in water.
  • When smells reach zombies they will randomly detect the smell, move in that direction and at the desired smell run speed setting in the game options under smell mode which defaults to run.
  • Smells will also add to the Stealth Meter value.
  • Animal carcasses can now be smelled from farther away so you may have to defend the carcass from more zombies.
  • There is a new game option AI Smell Mode which can be set to Off, Walk, Jog, Run, Sprint and Nightmare, but defaults to Run. You can disable player smells by setting it to Off.

Distant Storm Rendering

A new system has been added that will render storm clouds in neighboring biomes. This early warning indicator will help players prepare before they enter the area. Each biome has its own unique VFX particle system.

Biome Hazards, Storms, Temperature & Protective Clothing

The Biome Hazards, Storms, Temperature and Protective Clothing now all act independently, creating a more dynamic and unpredictable struggle against the elements. Here are the changes and additions:

  • The Biome Hazards
    • The biome hazards and progression have been reworked with new belt messages, icons and item descriptions to reflect the more immersive face covering gear and the protection provide against airborne hazards including:
      • Burnt Biome – Smoke and Ash
      • Desert Biome – Sand and Dust
      • Snow Biome – Brutal cold air
      • Wasteland Biome – Toxic Fallout
  • Storms
    • Storms have been reworked to allow a longer grace period based on clothing worn
    • Without clothing, the player gets 30 seconds to leave the biome or take shelter
    • Gathering and wearing the protective clothing described below increases the players time to leave the biome or find shelter 
    • Taking shelter starts a recovery timer that ramps up at 3x the rate of the grace timer
    • Reworked the storm buff icons to clearly show a difference between biome themes
    • Zombies become aggressive and will be more active during storms
    • Zombies have a higher chance of dropping loot during storms
  • Temperature
    • Added back a more intuitive implementation of the older temperature system
    • Time of day, shelter, shade, weather conditions, wetness, and other factors play a role in the player’s core temperature
    • Holding a torch, standing by a campfire, or consuming items will boost a player’s cold resistance
    • Gathering and wearing the protective clothing (described below) increases the player’s hot and cold resistance which absorbs the various conditions to offset the player’s core temperature
    • Hot debuffs have 2 levels of severity:
      • Hot
        • Increased water consumption to recover stamina by 300%
        • All movement types reduced by 10%
      • Sweltering
        • Increased water consumption to recover stamina by 600%
        • All movement types reduced by 20%
    • Cold debuffs have 2 levels of severity:
      • Cold
        • Increased food consumption over time by 100%
        • Increased food consumption to recover stamina by 30%
        • All movement types reduced by 10%
      • Freezing
        • Increased food consumption over time by 200%
        • Increased food consumption to recover stamina by 60%
        • All movement types reduced by 20%
  • Protective Clothing
    • There are four clothing insulation item groups that can be found and worn to increase the player’s hot and cold resistance and protection time against storms including: Socks, Cap liners, Long Underwear and Glove Liners
    • The clothing insulation items come in three tiers: Tattered (Tier 1), Patchwork (Tier 2) and ThermalCore (Tier 3).
    • Wearing all four of the highest tier insulated clothing items provides the longest protection time against storms and best hot and cold resistance against extreme temperatures
    • Clothing has quality, but no degradation so you can keep looting to get better gear. 
    • We’ve added three levels of progressive armor insulation mods as well to augment your hot and cold resistance even further

New Apiary Workstation

We have added a new Apiary workstation to the game that will allow the player to produce honey and here’s how it works.

  • Apiary Workstation crafting is unlocked at Tier 3 workstations crafting level 30
  • Once unlocked, the player can craft the Apiary Workstation recipe by gathering the following ingredients
    • 5 Beeswax (Harvested in tree stumps or found in loot drops from the new ‘Rancher Zombie’ formally the Plague Spitter.
    • 100 Wood
    • 50 nails
    • 10 Forged Iron
    • 8 Duct Tape
  • Once the player crafts the Apiary Workstation it needs to be fueled by 10 Chrysanthemum, 10 Goldenrod, or 10 Cotton.
  • The Apiary Workstation will output one honey every 2 game days
  • Opening the Apiary has a small chance of spawning an angry bee swarm.
  • The Apiary Workstation can be upgraded with three tool slot mod upgrades including:
    • Apiary Smoker: Removes the chance to spawn an angry bee swarm.
    • Apiary Brood Box: Doubles how much honey can be stored.
    • Apiary Extractor: Doubles how fast honey is produced.

New Recipes

Along with the Apiary Workstation that produces honey we have have added some new honey-centric recipes to the game that offer some honey healing benefits including:

  • Honey Tea. Not only does it hydrate, it cures infection!
  • Honey Glazed Sham. Your new favorite meat substitute just got better!
  • Honey Brisket. The ultimate survivor food offers a whopping 150 food points and heals your infections!

3rd Person Camera

Full third-person camera support has been added to the game! You can now seamlessly toggle between first-person and third-person views during gameplay using a quick-toggle keybind. This highly requested feature provides a new perspective on your character and surroundings, especially useful for appreciating your gear customization, navigating complex terrain, and experiencing combat from a different viewpoint.

A number of settings have been added to customize the 3rd person camera. These can be found in the Video > Display settings menu:

  • Default Camera Mode: Choose if you prefer to start games in 1st or 3rd person. You can also toggle this in game at any time, unless the server you’re playing is restricted to a specific camera mode.
  • 3rd Person Field of View: Separated from the 1st person FOV slider.
  • 3rd Person Camera Distance: Can be adjusted here or can be adjusted in game by holding the camera change or quick action menu buttons and using the mouse wheel or controller triggers.
  • 3rd Person Camera Mode: Choose whether you want a freely orbiting camera or one that’s locked behind the character. A third option will only lock the camera when holding a ranged weapon.

A game setting and server config has been added allowing hosts to restrict the camera mode for all players in the game. This can be found in the Advanced tab of the game setting. By default all players are allowed to change their camera mode freely but this setting can be used to force all players to use either 1st or 3rd person camera modes.

Key Binding Changes & Improvements

  • Quick Actions Menu: Hold this button to bring up a radial menu of various actions, including changing the camera perspective, dropping your weapon, as well as a place to access all of your toggleable items and equipment attachments. You can also choose the default behaviour of tapping this button; changing camera mode or toggling your first attachment. Additionally, holding this button allows you to adjust the 3rd person camera distance, or zoom it right in to switch back to 1st person.
  • Swap Camera Side / Scope Zoom Level: Use this button in third person to swap which side of your character the camera is positioned over. Handy when peeking out of cover or over the side of a building. This button also provides an alternative method of adjusting a scope’s zoom level by cycling through the scope levels in steps.

Gamepad & Console Changes & Improvements

  • Additional bindings for individual toolbelt slots and menu shortcuts have been added. These are left unbound by default but are there should you want to use them in your custom controller layouts.You can find them in the “Toolbelt” and “Menus” tabs of the Controller Settings window.
  • The scope zoom in/ zoom out bindings have been removed in favor of the Swap Camera Side / Scope Zoom Level action. This cuts down on the number of inputs scope zooming takes up on a controller.

Please note that we have adjusted the default controller layout to accommodate these new and reworked inputs. The first time starting the game after updating all input bindings will be reset to their new defaults.

Turret Ammo Improvements

Turret systems have been significantly enhanced for more flexible base defense:

  • Universal Ammo Compatibility: Turrets now accept all ammunition tiers, giving you more flexibility in managing your defensive resources. Use standard ammo for regular threats and save premium ammunition for horde nights.
  • Entity Piercing: Advanced entity piercing mechanics for high-tier ammunition are currently work-in-progress and will be refined in upcoming updates.
  • Ammo Type Benefits: Different ammunition types now provide distinct advantages, armor-piercing rounds for tough enemies, hollow points for standard zombies, and more.

Quest Improvements

We have updated the quest system, improving which traders are selected in the world and the criteria for how their quest lists are selected.

  • The starter quest and the opening trader routes quests will only direct players to traders that have the highest number of nearby quest locations by them or near cites.
  • The traders will now show up to 7 Quests in each Tiers list and will offer them in a new algorithm that picks 3 near distance, 3 medium distance and 1 far distance giving more variety to the quest offerings and improving the odds for higher tier quest offerings.

New Character Window Rendering

We have added a new rendering system to the in-game character windows. The characters are now rendered in a perspective camera view with 4 point lighting and a rotatable character

New Free Cosmetic Skins & DLC

  • Free Original Survivors Pack: A free cosmetic content pack featuring the original male and female 7 Days Survivors. Note: You will be able to browse the in-game DLC menu to redeem it once 2.5 is stable this could happen later on some formats
  • Free Holiday Santa Hat: A free cosmetic Santa hat you can find in loot during the holidays
  • Jolly Raider Pack: Male and female pirate-themed character cosmetic sets
  • The Butcher Pack: Male and female serial killer cosmetic sets
  • Hellreaver Pack : Premium content pack featuring demon-themed cosmetic set
  • Holiday Hat Pack: Four holiday-themed character hat cosmetics

New Trader Jen Model 

We added a brand new Trader Jen model coming to your Apocalypse.

New Food and Water Bars with Stats

We added new food and water bars under the health and stamina that display stat numbers so they are easier to gauge how much food or water you need.

New Server Config Settings

<property name=”CameraRestrictionMode” value=”0″/> <!– 0 = Players can freely swap between first and third person camera modes, 1 = Restricted to first person, 2 = Restricted to third person –> 

<property name=”JarRefund” value=”0″/> <!– 0, 5, 10, 20, 30, 40, 50, 60, 70, 80, 90, 100% The empty jar refund percentage after consuming an item. –>

<property name=”AISmellMode” value=”3″/> <!– 0-5 (off, walk, jog, run, sprint, nightmare) –>

V2.5 Changelog

Added

  • XUi combobox: New binding “show_buttons” to hide back/forward buttons, Enum variant allows specifying listed enum values explicitly with the “values” attribute, List variant allows directly listing elements of arbitrary type as long as that type has a constructor that only takes a single string that can parse the listed values
  • XUi: Provide parent view outer size to controls
  • XUi textfield support for select_on_tab attribute
  • Create New Prefab window
  • XUi load time variables parentinnerwidth, parentinnerheight, parentouterwidth, parentouterheight
  • Distant storm clouds shown in nearby biomes with an active storm. Storm cloud materials fade by design
  • Third Person FOV slider and Third Person Camera Mode combo box in video settings
  • New crosshair state (Orange “X”) when in third person and weapon line of sight is obstructed
  • New bindable controller actions for quick action menu, swap third person shoulder side, individual toolbelt slots, and in-game menu shortcuts
  • New muzzle flashes / Materials, Textures, and prefabs for unique muzzle flash per weapon
  • ActivationTime for CustomCommands for Blocks / Entities.
  • BlockTriggerMines gameevent action.
  • PhaseOnDenied for game event sequences.
  • BlockPickup Gameevent action.
  • Add GunJammed passive effect
  • RWG highways keep a bit of space between them
  • Allow all ammo variations in gun turrets
  • Updated art for the empty jar icon
  • Zombies or animals can smell raw meat carried by players
  • Xml, icon, and localization for Raw Meat Bundle
  • BuffSmellGrace to give the player a 20 second grace period before raw meat begins to smell
  • BuffSmell that shows the smell distance that will attract zombies and hostile animals
  • Stairs Railing Split Incline Left and Right added to the shape menu
  • Player smell is greatly reduced when sheltered
  • Player smell is removed when underwater
  • Some food emits smell when consumed
  • Entity LootDropEntityClass can have “name, chance” pairs to randomly pick one based on the normalized chance
  • F3 Debug window can now copy the shape name (highlighted in green) or the prefab name (highlighted in blue) to the clipboard by holding the SHIFT key to focus on the shape/prop and then pressing RIGHT CTRL key
  • Player stamina regen from being thirsty will not go below 2 per second
  • Zombies move faster when affected by smell
  • Temperature is reduced by wind and shelter blocks wind
  • Honey Glazed Sham item, recipe, and progression
  • Cough effects for desert and wasteland
  • Honey Tea which cures infection, and Honey Brisket provides a satisfying meal and also cures infection.
  • Storms dim sunlight
  • Distant storms dim sunlight and add a little fog as you near their biome
  • Third Person animations for placing/repairing/upgrading blocks
  • Temperature decreases at higher altitudes
  • AI destroy area will often reuse positions from self or nearby AIs
  • AI destroy area search prefers taller columns and looks farther for best match
  • Destroy area does an initial short scan at the target’s position
  • Radiated barrels emit radiation
  • Add “hide” option to all cosmetic slots.
  • Dysentery flatulence causes a smell
  • XUi sprite attribute “keeporiginalspriteaspectratio” to always keep the displayed sprite’s aspect ratio
  • “givequest tieradd” console command and added help for quest testing
  • Serverconfig.xml change to include JarRefund options
  • Use_jar_refund property to all items that refund an empty jar
  • Loading screen tool tips for weather survival, seeds, dew collector, apiary, and additional info about collectors
  • Loading tool tips for weather survival, seeds, Dew Collector, Apiary, and additional info about collectors
  • Player smell from raw meat will be suppressed with a moderate amount of rain or snow fall

Changed

  • Load mod DLLs on Windows dedicated servers without locking the files
  • Extended NetPackage identifiers to allow for more custom package types
  • XUi controller SimpleButton can be used more freely on views
  • Character screen tab layout for new clothing and gears tabs
  • Food and Water statcurrentwithmax use current and max values instead of percentage
  • Food and Water HUD bars relocated to left side of the screen with icons and text values
  • Lowered position of the tool belt and toolbelt messages
  • Lowered position of the XP bar and slightly increased the size
  • Improved RWG district tile count accuracy from spawn weights and improved weights
  • Improved RWG downtown district checking of rural neighbors
  • Improved RWG town and city rural variety
  • RWG gateway preview to purple
  • Apply Platform-Specific Filtering depending on User (Don’t censor friends in XBL).
  • Change all XML systems that use requirements, to also use RequirementGroup.
  • Localization of Scope Lens to Lens for use in various recipes
  • Removed crosshair from Lens icon
  • Increased zombie loot drop rate when the player has any negative biome storm buff active (~1 bag for every 3-5 zombies killed. Risk it for the biscuit!
  • Optimized RWG FindDetailedPath functions
  • Decreased PC, Mac and Linux world load times from resource cleanup
  • Improved RWG world border size and variations
  • Wearing Armor/Clothes sound effects
  • Recovery time for storms is now 3 times faster
  • Improved RWG wilderness path accuracy connecting to highways
  • Improved RWG highway path costs for slopes and near start or end
  • Improved RWG rounding of path corners with none near highway start or end
  • Increased RWG wilderness tile path costs around edge
  • Replaced all murky water found in loot with empty jars
  • Toilets are all dried up and no longer have murky water or empty jars
  • Adjusted groupFoodTrashCommon, groupFoodTrashUncommon, and the groupCupboard loot lists
  • Empty Jars and Murky Water stack size is now 10
  • Lowered the lead cost of ammoJunkTurretRegular from 3 to 2 and adjusted the bundle from 2400 to 1600
  • Lowered the lead and iron cost of ammoJunkTurretAP from 3 to 2 and adjusted the bundle from 2400 to 1600
  • Removed the workbench requirement for ammoJunkTurretShell and ammoJunkTurretAP
  • Tree Stump game event now has a chance to give the player a Queen Bee IF bees spawn with the honey
  • Dew Collector recipe now has increased crafting requirements
  • Moved Cement Mixer to workstation crafting level 35
  • Work Bench moved to unlock at 9 Forge Ahead magazines
  • Lock Picks moved to unlock at 10 Forge Ahead magazines
  • Dew Collector moved to unlock at 15 Forge Ahead magazines
  • Updated localization to reflect changes to workstation progression
  • Increased starving and dehydration damage, reducing time to death to ~14:30 at 100HP
  • Tooltips for starving and dehydration are pinned to the tool belt while the buffs are active
  • New Rancher zombies has a chance to drop a special bag containing the beeswax crafting item
  • Updated colliders and xml settings on round and square clothing racks to make them easier to loot while allowing projectiles to pass through them
  • Adjusted StaminaMaxBlockage thirst and hunger buffs to reflect changes that will now allow stamina to regen without food and water. This addresses the issue of not being able to use any melee to harvest crops or open food crates. Max Stamina is clamped to 25% if the total of StaminaMaxBlockage is >75%.
  • Updated storm buff icons to use biome thematic icons such as burning tree, sun, snowflake, and radiation
  • Restored Wetness, Hot, and Cold buffs and adjusted logic
  • Hot and Cold buffs show the temperature in the buff pop out
  • Hot and Cold buffs slow movement and reload speeds
  • Adjusted temperatures for storms in all biomes
  • Campfires, Forges, and Chem Stations now warm the player when cold
  • Torches, Candles, Flaming projectiles, Molotov Cocktails, and the Burning Shaft Mod now warm the player when cold
  • Clothing now provides heat and cold resistance
  • Yucca Juice Smoothies provide heat resistance
  • Coffee and Black Strap Coffee provides cold resistance
  • Admin Tough Guy Shirt and mod provides 100% heat and cold resistance
  • Restored heat and cold resist stats on character stats screen
  • Restored heat and cold resist values for various burning buffs
  • Biome Hazards no longer show vignette screen effects
  • Adjusted rate at which temperature changes the core temp
  • Improved temperature adjustments from precipitation, day/night, shade and indoors
  • Ambient Lighting shaders
  • Most recipes use grilled meat instead of raw meat.
  • Increased AI corpse target distance
  • DepthBlend values to have the particles show up more near ground
  • UI temperature formats to one decimal place for Celsius and they show F or C
  • Increased prop ground align delay to catch possible delays in chunk generation
  • Single Books and Book Piles are now set to destroy when empty
  • Biome hazard and storm timers reset on player death to help prevent taking damage right away on respawn
  • Vehicle inventory square size reduced to accomodate vehicle mod
  • Optimized AI destroy area block scanning. AI destroy area has a shorter start delay and now checks 4 quadrants
  • Improved AI destroy area handling of end of path, what it targets and how it attacks
  • Increased Q6 Primitive armor to 2 mod slots
  • Non-Primitive armors now have 2,2,3,3,4,5 mod slots for Q1,Q2,Q3,Q4,Q5,Q6
  • Storm frequency default is set to 100%
  • Optimized player block radius effects ticking
  • All ammo types will now explode all metal barrels, gas pumps, and propane tanks in one shot
  • Reintroduced the Empty Water Jar recipe to the forge which requires a crucible to craft
  • Uncommented Create_item property for all items that refund an empty jar
  • Slightly increased the opacity on HUD stat bars
  • Added shift+click items into workstations to be consistent across workstations and collectors.
  • Adjusted Chuck’s movement speeds a little
  • Increased Chuck’s boulder pickup animation speed, throw attack start range and AOE damage range
  • Player smell to clear from wetness increasing past a threshold so you don’t have to be submerged and rain or snow will also clear it
  • HP of all Chuck zombie variants increased by 100
  • HP of all Mutated zombie variants increased by 200
  • Increased the gamestage_modifier of the desert, snow, and wasteland biomes from .5,1,1.5 to 1,2,3
  • Adjusted windowEntering to prevent large POI names from overlapping the tier indicator
  • Trader Jen model updated

Fixed

  • Block health not shown for child blocks of non-staged multi blocks
  • Icons on the toolbelt not growing on hover
  • Allow larger mod localizations to be transferred to clients
  • XUi: Properly handle style values in template defaults
  • Discord errors when trying to set biome icon for modded biome
  • Removed log output of EOS TickTracker delays
  • Allow selecting offline mode when EOS login fails due to service outage with invalid response
  • Hopefully stops breaking save games on equipment
  • Drone can’t heal player while on vehicle
  • Controller – prevent right stick input from paging the waypoint list and scrolling the map at the same time. The virtual cursor is now required to be hovering over the map to scroll.
  • Quest sharing sometimes fail when players log in at the same time
  • POI’s close to the edge of the map border on Navezgane are not being given as quests by Traders
  • RWG street tiles could disconnect from too many neighbors
  • RWG roadways often being deleted and leaving dead end town exits due to highway connections being too restrictive
  • Bow crosshair does not refocus when underwater
  • Switch cannot or doesn’t need to be activated by other switch/switches.
  • Player containers or doors below ground level are still visually present when resetting POI
  • RWG town tiles could be near the world edge blocking roads from fitting around the town
  • RWG paths would occasionally fail to find a destination
  • RWG path travelled cost was wrong and rebalanced the height and distance costs
  • RWG very short paths would fail
  • Wearing Armor/Clothes SFX.
  • Updated face assignment on plate_destroyed to prevent invisible faces
  • Missing model offset for player version of the short file cabinets
  • Updated Pack Mule buff logic to prevent perk sound on death screen
  • Consumables have a timing issue between animation and use sound
  • Updated all AP ammo with missing level 5 Penetrator perk logic
  • Zombie storm speed was not used if alerted which is slower
  • Player held torch light could become brighter and/or cast odd player shadows
  • Timid animals don’t run away when injured
  • Clicking buttons on the spawn window cycles loading screen tips
  • Block_tree_stump_bees game event does not work properly as client
  • Player food stat server sync was sending the health value instead
  • AI destroy area could fail to find a position if player is too high
  • AI not reliably jumping onto blocks with open centers when following a path over them
  • Cosmetics has a selectable empty slot that resets head regardless of tab selection.
  • Lights were not fading in and out smoothly
  • Nerd Outfit skill point chance was being applied while held on the toolbelt
  • Navezgane valid teleport area was too small for the map size
  • Steam friend invites can only be accepted once per game instance
  • The TP to POI menu does not allow you to teleport the same location twice in a row
  • Brief red X icons when modifying an item
  • Next trader quest can still send you to a wilderness trader.
  • Send player to nearest CITY trader
  • Trader quests not picking POIs near Navezgane world border
  • Player shelter upward checks from side checks could go through walls
  • Broken morph on Athletic hat
  • Trader Names on Pregen go through text filter.
  • WebDashboard Steam OpenID sign-in
  • No backpack drop for armor if inventory is empty.
  • Vehicle burning sound persists during pause
  • Using item from backpack or repairing item in toolbelt overwrites quick swap.
  • House_old_bungalow_02 texture issues
  • House_old_mansard_02 garage door replacement
  • House_old_bungalow_05 texture issues
  • House_old_mansard_02 light bleed
  • House_old_pyramid_01 loot collapse
  • Lot_industrial_01 gate opens wrong way
  • House_old_bungalow_02 missing textures
  • Abandoned_house_10 missing paint
  • Business_burnt_01 texture issues
  • House_burnt_05 texture issues
  • Lot_country_01 missing paint
  • House_old_bungalow_02 pathing issues
  • Cemetery_02 jail door placement
  • Water simulation is not working in Prefab Editor.
  • Water physics not working when a quest is started in Editor’s playtest.
  • Sprint icon not updating on gas powered vehicles
  • SI issue harvesting corpse, rwg_tile_rural_straight
  • House_old_mansard_07 curtain SI issue
  • Cosmetic window flickering. Hide cloth renderers during first frame init
  • Biome Badge to Biome Gear conversion from old save games no longer causes an instant debuff after update
  • Short animals were not just walking through 1m openings
  • Dogs and wolves were too tall to walk through 1m openings
  • Spawn menu would spawn entities on the player’s head if looking downward

V2.3 Stable 09.09.25

Hello Survivors!
Today we have V2.3 b9 Stable for you.

This update covers several points we talked about in the Town Hall Stream. There are more changes to come down the line in later releases.
We have made all attempts to prevent the need for a new save game. We have tested on all platforms and have not seen any issues with existing save games.

TFP wishes everyone a ton of fun with the V2.3 update.

Note:
Storm frequency setting defaults to 0

This does not change the setting for current save games. As we are still working to improve the player experience with the storm system, we want new players to start with our upcoming version instead of the current version. We hope to get the new version out as soon as possible. Thanks for your patience!

Here is what changed since V2.2:

Added

  • Bee Swarm entity variant for tree stump game event
  • Bee Swarm hand item with non critical debuffs
  • Updated icons for Biome Survival Gear
  • WornItemMods min effect requirement
  • HonkEvent for vehicles to allow game events to fire based on honking the horn
  • AI wander and look are more active while alert
  • AI randomly turns during look while alert
  • Second column of icons to use for custom map waypoints
  • Launcher cleanup features “local prefabs” and “mods”
  • Game launcher now supports argument “selfconfined” (with optional path as next argument) so that it will automatically use its setting file, logs and UserDataFolder from its own location (or the specified path)
  • HarvestByTag Challenge objective
  • Nav Object Tracking to ChallengeStatAwarded
  • Localization for challengeBiomeRewardTooltip for biome challenge rewards
  • Grab and Place SFX for Biome Survival Gear
  • GameEvent Requirement for InTraderArea
  • Custom Radial events for blocks through xml for modders
  • GameEvent action to get all players in game
  • Rubble_wasteland_filler_10

Changed

  • Removed erroneous second set of tags from ammoCrossbowBoltExploding
  • Disabled biome Wear, Loot, and Time challenges
  • Biome Badges are now separate weather items per biome
  • Removed RepairItemsMeshDamage property from jail doors since they don’t have a door frame stage
  • Taking shelter without survival gear will recover biome hazard effects
  • All biome hazards now have 3 minutes of survival time without gear
  • Survival gear is now dropped on death with drop on death settings
  • Updated icons for biome hazard reducers
  • Removed food and water stats from Black Lung Serum and Fallout Flush
  • Increased food, water, and health stat on Scorcher Stew to be inline with other stew stats
  • Increased water stat on Sunstroke Tonic
  • Updated the recipe for Scorcher Stew
  • Tree stumps now roll once for honey, then again for bees. Bees always come with honey, but not all honey comes with bees
  • Reworked buff weights for a lower chance of infection from Plague Spitter Insect Swarm
  • Reduced dew collector activity value
  • Replaced plague spitter fade with a low rate of wandering
  • Storm messages will no longer say to leave biome
  • Biome Hazards recover in any other biome
  • Improved AI wander position variety
  • Increased AI alert time after investigation point reached
  • Increased rate AI interest distance returns to the default value
  • Updated shotgun shell icon to match other shotgun ammo icons
  • Improved behaviour related to console crossplay when server config is nonstandard: Added extra ranges to handle ‘disabled’ values as valid for AirDropFrequency and LootRespawnDays
  • Improved behaviour related to console crossplay when dedicated server config is nonstandard: Added startup error when crossplay incompatible server config is detected and crossplay is enabled
  • Storm buff descriptions no longer instruct players to leave the biome
  • Stealth Boots Mod can now be installed into Assassin Boots for the stamina reduction
  • Reverted change to challengeRewardTooltip in Localization for basic and advanced challenge rewards
  • Increased the probability boost of Armored Up magazines when perked into Light, Medium, or Heavy Armor
  • Updated Honey Harvest challenge to track the location of stumps
  • Agility Mastery level 3 Bleeding Hearts now includes bows and crossbows
  • Increased TimeStayAfterDeath of all zombie loot bags and dropped container bags for consistency and for those playing with longer day and night length settings
  • Updated wilderness tree stumps with hole model variant
  • Increased the total number to spawn in the last group of all blood moon horde game stages to 999 with no duration to allow spawns until morning
  • Removed wind drift effect from 4×4 when driving through storms
  • Storm frequency setting defaults to 0 (Does not change setting for current games)
  • Increased delay between thunder during storms
  • Optimized Chunk SetBlock check of DeviceFlags
  • Optimized SpawnGroup memory use
  • Autorun starts only if run action was pressed for less than .2 seconds
  • Canned Food mesh so the main part of the label faces the player
  • Updated localization for 2.3 changes
  • POI sleeper volumes use a random seed in playtest

Fixed

  • AI ranged projectile attacks would start when the target was dead
  • Frostclaw, plague spitter, spider, cop, mutated and demolition zombies would not eat animal corpses
  • Water is not visible through glass
  • Distant water seam if near water is to the side
  • Underwater distortion could be clipped at certain angles
  • Trader Bob VO Trade 17 line cuts off
  • Air drop marker still shows when setting has it off
  • NRE when spawning insects after destroying tree stump using vehicle
  • Icon background textures not cleared when switching between containers – second issue
  • AI wander random range was 1m too short and only used 1m increments
  • Biome spawned AI move speed increase from storms did not happen at night
  • Launcher cleanup feature “old remote maps” working again
  • Apartments_06 placed trees on flat ground to avoid bugs
  • On Navezgane Completing Basics of Survival Quest While in Trader Rekts causes an error saying No Trader for the Journey to Settlement Quest
  • Updated Honey Harvest challenge to receive credit via a game event triggered buff (NOTE: This will reset the challenge for old save games whether they are completed or still in progress)
  • Issue with challenge reward tooltip using the same text_key in two game events
  • PlayerDataFile failed to load (mismatched read/write in WaypointCollection).
  • Black screen when crouching, entering biomes, accepting quests
  • Weeds and debris appear inside trader bounds
  • Fire and smoke effect not visible through glass blocks
  • Red quest bounds are rotated during quests
  • Updated biome max timers to reset when entering the game if not set to 180
  • OnSelfPlaceBlock not working correctly for placing blocks.
  • Trader UI header icon overlap
  • Thunder sounds would leak an object if played too often

2.2 Stable is out 08.07.25

Hello Survivors!
2.2 Stable is out with a bunch of great fixes including the requested removal of loot stage caps, lowered chance for plague spitter and frost claw spawns. Stay tuned for 2.3 which will be even more community requested changes.

Added

  • Instantiated XUi templates will inherit parent template parameters
  • Add lockable slots to containers and vehicles
  • Allow unlinking Discord account directly from the game
  • Rubble_burnt_filler_10
  • Sprint Mode Autorun
  • AI activity map sets a long delay on neighbors if a screamer spawns

Changed

  • Rubble_wasteland_filler_01 adapted to composition grid and zombies guarding loot added
  • Updated passive values for both Muffled Connector mods to match the display values
  • Updated localization for modArmorAdvancedMuffledConnectorsDesc and modArmorMuffledConnectorsDesc to include the install restrictions for Assassin Armor
  • Pack Mule sound to only play in the player’s head
  • Lowered the chance of Plague Spitter and Frostclaw biome spawns by ~50%
  • Updated all zombies and zombie animals with new tags for biome zombie kill challenges
  • Updated all biome zombie kill challenges to 5 themed zombie kills per biome
  • Updated all biome zombie kill challenges to include other undead kills per biome. Each biome increases 5,10,15,20. The themed zombie in each biome does NOT count toward the other undead kills. For example, Frostclaw kills in the snow biome don’t count toward the other kills, but they do count in other biomes.
  • Cleaned up legacy leg armor buff, tags, and item logic for the Bandolier Mod
  • Updated damage stat localization on Nomad Gloves to reflect its use on the Radiated, Charged, and Infernal “Elite” zombie class
  • BlockSpawnEntity UI is shown with shift+ctrl+rmb
  • Updated spawnTraderDesc with the updated trader select menu shortcut keys SHIFT + CTRL + RMB
  • Removed player “not found for hair color” warning
  • Sprint Lock to Sprint Mode and renamed No/Yes to Hold/Toggle
  • Optimized prop shadows by disabling on last LOD when Shadow Distance setting is lower than Ultra
  • AI activity map neighbor delay includes the diagonals
  • Regular screamer spawning to choose 1 or 2 based on GS
  • Removed “Loot Stage Caps” from all biomes
  • Removed lootstage_max from all biomes
  • Biome Badges no longer boost LootStageMax
  • Updated localization for goBiomeProgressionDesc
  • Disabled visible_loot_max icons from showing in on location windows
  • Disabled buffs related to Loot Stage Cap

Fixed

  • Do not show Discord friend requests that are marked as Spam by Discord
  • Discord button on main menu will show pending invites on first open. Discord friend requests will show their avatars
  • Rally Marker SFX loop heard after starting quest.
  • Corpse Hanging Rope no longer downgrades to the hanging log
  • Missing tags on Nomad Gloves for charged and infernal
  • Rubble_burnt_filler_04 QA issues addressed
  • Rubble_wasteland_filler_01 missing texture
  • TileEntity.CopyFrom NotImplementedException when triggering a POI reset
  • Missing quest location by committing house_modern_27
  • Burnt forest biome shows pine forest when switching during playtest
  • Glock9’s beloved cornmeal is now spelled the same in foodCropCornDesc
  • “Occlusion: RemoveEntity x missing” warning on dedicated servers
  • Demolition zombie’s feet were partially in the ground
  • Player camera turning a large amount from controller input after a big frame rate spike

2.0 Town Hall 07.23.25

Hey Survivors! We’ve been listening to your feedback and wanted to chat about some of the changes we plan to make to address it. Tune in Friday July 25th at 9 PM CT as Richard and Joel Huenink discuss the upcoming changes.

twitch.tv/fubar_prime

P.S. Tune in for another chance to unlock the purple pimp hat for 7 Days to Die!

Crossplay Server Requirements 06.29.25

This section covers the required settings of dedicated servers to be compatible with consoles.
PC will be able to play on the servers regardless of settings, consoles will not.

  • ServerMaxPlayerCount set to maximum of 8
  • ServerAllowCrossplay set to True
  • EACEnabled set to True
  • IgnoreEOSSanctions set to False

Other settings and their valid ranges for crossplay:

  • XPMultiplier 25 – 300
  • DayNightLength >= 10
  • BloodMoonEnemyCount 4 – 64
  • AirDropFrequency >= 24
  • BlockDamagePlayer 25 – 300
  • BlockDamageAI >= 25
  • BlockDamageAIBM >= 25
  • LootAbundance <= 200
  • LootRespawnDays >= 5

V2.0 Experimental is Out! 06.16.25

The Fun Pimps are pleased to announce the Storm’s Brewing V2.0 Experimental is out now! We are still aiming for a Steam & Console Stable Release on Monday June 30th (Barring Show stopping Bugs or Cert Issues)

Here is how to OPT-IN:

  • Open Steam.
  • Go to your Library and right-click on “7 Days to Die”.
  • Select “Properties” and then the “Betas” tab.
  • Choose the “latest_experimental – Unstable build” from the dropdown menu and close the window.
  • Steam will download the updated files, and you can then launch the game to play the experimental version. 

V2.0 Storm’s Brewing Release Notes

V2.0 Streamer Weekend 06.12.25

Hey Survivors,
We are pleased to announce that 7 Days to Die 2.0 Storm’s Brewing Streamer Weekend Event will begin: THIS FRIDAY, June 13th at 12 PM CST. Fans will have a ton of great options to see all the new features & content of 2.0:

  • 3 days of streaming
  • 500+ streamers
  • 48+ Countries
  • 20+ 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. Read on for the Official Release Schedule, Official release Notes Link and the Full List of Participating Streamers.

V2.0 Storm’s Brewing Release Schedule

  • Streamer Weekend – Friday June 13th – Sunday June 15th
  • Steam Experimental – Monday June 16th
  • Steam & Console Stable Release – Monday June 30th (Barring Show stopping Bugs or Cert Issues)

Participating Streamers

Algeria

TheMissingLevel (Arabic)

Argentina

Piama (Spanish)

Australia

Akari (English)
Azza_and_Cookie (English)
CautiousPancake (English)
FranticDan (English)
HorrorQueenHarley (English)
jawoodle (English)
Koeko (English)
LifeIsAGame (English)
MoistCactusAUS (English)
PatrolNation (English)
Viktoriahhh (English)
Zla_lili (English)

Austria

Danu (German)
Doctendo (German)
DONFLADI (German)
MikiDiese (German)
MrBaer (German)
SpaceGoatOne (German)
togethernotalone (German)

Belarus

Laimy (Russian)

Belgium

Adwuin (French)
Azghaaar (French)
nekomura (English)

Brazil

Andarilho (Portuguese)
BlackouTv (Portuguese)
DmgExtreme (English)
Drakink (Portuguese)
FamintoGamer (Portuguese)
furyseiva (Portuguese)
HagarB (Portuguese)
Issa022 (English)
JascaGames (Portuguese)
joaozoid (Portuguese)
Jojomortal (Portuguese)
Katsuamy (Portuguese)
leokaos (Portuguese)
Maveco (Portuguese)
MedusaGeek (Portuguese)
mmmontanhez (Portuguese)
oabeljoga (Portuguese)
OsSpardas (Portuguese)
papaidiogogaming (Portuguese)
Pathy (Portuguese)
rhariane (Portuguese)
rubi (Portuguese)
SonaExpectativa (Portuguese)
StealthyPlayerTV (Portuguese)
tocadoscoelhos (Portuguese)
ZaffaGeek (English)
ZazaBruxo (Portuguese)
ZecaSobrevivente (Portuguese)

British Virgin Islands

まじお (MAJIO) (Japanese)

Bulgaria

Ezioo_show (Russian)
H3z0 (Bulgarian)

Canada

Aesmatv (English)
AliArenaX (English)
animeprincess (English)
AtomiKGameZ (English)
CrypticFox (English)
Cuda87 (English)
eggieweggievt (English)
Gameedged (English)
Genosis (English)
iMaGaMinPoTatO (English)
KnightKnowledge (English)
KnowlieKanole (English)
Lumun (English)
NexIncendiary (English)
NightmareNexus (English)
ReAnimateHer (English)
SeenaCrash (English)
Skippy0330 (English)
StoneLegion (English)
TheLocalBrickShop (English)
Thorgal006 (French)
TreyKatxo (English)

Chile

emmy_sckarlett (Spanish)
estefidrj (Spanish)
Hatecrew171 (Spanish)
J.C. (English)

China

小树 (Chinese)
林小天丿(Chinese)
生生存存 (Chinese)
Mawaner (Chinese)
userlinxiaotian (Chinese)

Cocos

ねこたあき (Japanese)

Colombia

PunistSweet (Spanish)

Denmark

ChrisTurner (Danish)
Guardianangelz (English)
Hean (English)

Finland

KatsPurr (English)
kukumbacat (English)
Rasite (Finnish)

France

akalas (French)
ArtheonTV (French)
bourrinator (French)
Chaeli (French)
Delaney (English)
Fireiice (French)
Frekigery (French)
Geralt_Roughnight (French)
Jackplay (French)
jpouille_et_jess (French)
kaililou (French)
katayoga (French)
KendroBTG (French)
krystaltv_ (French)
Miss_Delight (French)
Mllejoulie (French)
MotionGaming (English)
nebhul (French)
PwnZ (French)
RodagadoR (French)
Shaynis_tv (French)
Soma (French)
STAF_52 (French)
Tatastrophe (French)
Timour (French)
Thefoxeur (French)

Germany

akaMarci (German)
anhgezockt (German)
Captain86er (German)
Carnifexed (German)
D1rtyD3vil (German)
DangerseekerTV (German)
DarkBlondii (German)
EdesLetsPlays935 (German)
edopeh (German)
FrauZockersucht (German)
FyroGaming (English)
giconGames (German)
GrumblesTheDwarf (English)
GTimeTV (German)
haveoc (German)
Jones (German)
LawlessJane (English)
Maihopawango (German)
MomoMcLeod94 (German)
Nastus1 (German)
nerdgrrrl (German)
NORDMANN (German)
Phenexa (English)
schweini (German)
StefanFuchs (German)
STENGERTgaming (German)
Ticeclubtv (German)
Valencia3001 (German)
Wautscher (German)
WildAnnie (German)
yoursatanist (German)
yunakura (German)
Zombieslvbacon (German)
ZombyraLive (German)
zoochamp (German)

Greece

iliasGaming (Greek)

Hungary

jatszoter (Hungarian)
NexusPWN (Hungarian)
ViluxYT (Hungarian)

India

AvnCaptain (Hindi)
Duggalsaab007 (Hindi)
GTXBRooKS (English)
malayalamtechieslive (Hindi)
pyarsm (Hindi)
RexisLive (Hindi)
xPandaGorex (Hindi)

Indonesia

KendoGunSop (English)

Italy

MorganScreams (English)
rospon (Italian)
Uagna (English)

Japan

うっきーな (Japanese)
九九丸/KUKUMARU (Japanese)
柚ノ希もみ- Yuzunoki Momi (Japanese)
めるしーげーむず【Merci Games】 (Japanese)
Aisu Ch. 刺杉あいす (Japanese)
アラフォー社畜のマックさんはゾンビがすき!! (Japanese)
ささみし (Japanese)
サガラ (japanese)
aisakamegumi (Japanese)
あきピヨ (Japanese)
あずき Azuki Ch (Japanese)
BiGNiCONiCO (Japanese)
げーむ【鬼に金棒】TAKU  たまに絶叫者 (Japanese)
ぱっちょ【ゲームします】Paccio games (Japanese)
だんもみ / DanMomi (Japanese)
GENKI-GAMES (Japanese)
飯田ぽち。【Iida Pochi.】 (Japanese)
Kalipay Gaming  (Japanese)
KotokiRou (English)
Luca黒蜜糖 LucaCh. (Japanese)
狼赫まかみ(ROUKAKU MAKAMI) (Japanese)
メデア・M/ Medea Medic Ch. (Japanese)
MiLKMAN (Japanese)
ももせ_ (Japanese)
おおかみGAMES (Japanese)
七熊 燐 -NAKUMA Rin- (Japanese)
RiseupPlus/おこめ。 (Japanese)
ryo1 game/ゲームチャンネル (Japanese)
さくよう (Japanese)
seika (English)
Shin Channel (Japanese)
うにのれむ (Japanese)
やのあやの (Japanese)
四葩神社 GAME channel (Japanese)

Kazakhstan

RubyAnn (English)
Shnumi (Russian)

Mexico

DonAdrian (Spanish)
JazGamingg (Spanish)
LaCoalicion (Spanish)
LeviatanDorado (Spanish)
nyokane (Spanish)
ReynaKhaoz (Spanish)
ShakotsuVT (Spanish)
Tartaja (Spanish)
xLOKILLOx (Spanish)

Netherlands

DD1GG (English)
DragonBeaz (English)
Mikiran (English)
Mirya (English)
SerTachyon (Dutch)

New Zealand

Aliceinzombiland (English)
RandomKiwiGamer (English)
Tanksgaminghd (English)

Norway

SparkleGG (English)

Panama

ELDERSERGE (Spanish)

Peru

adahelgames (Spanish)

Philippines

ohmikiursofine (English)

Poland

BizantyjskiBorsuk (Polish)
Cevsky (Polish)
dobrodziej (Polish)
staszekigraszkowski (Polish)

Portugal

Ali3nSun (English)
FMACAU (Portuguese)
XtremeGamerLive (English)

Puerto Rico

Circuitotv (Spanish)

Romania

Ssevenna (Romanian)
TzanleXGaminG (English)
Umbrita (Romanian)

Russian Federation

BaelStream (Russian)
BoJl4eHoK (Russian)
DeshPlay (Russian)
Games’n’Grumble (Russian)
KraboLandGames (Russian)
nemor1an (Russian)
NOFEX (Russian)
parabellumpk (Russian)
Siegbruh (English)
SnapeLander (Russian)
VikaMccline (Russian)

Singapore

Vedui42 (English)

Slovakia

Goes (Czech)

SouthAfrica

JeansGaming (English)
lightninggaming (English)
otterlady (English)
Reach Gaming (English)
Sach_Za (English)

Spain

Alheco (Spanish)
Andariel (Spanish)
ArsilexYT (Spanish)
Biiigtula (Spanish)
BuckFernandez (Spanish)
Cahhos_Gaming (Spanish)
ChloeSaurasCrafts (English)
Codecod (Spanish)
Desperado_gaming (Spanish)
DessertpunkWhite (Spanish)
Duvries (Spanish)
eryuyu (Spanish)
insyboy (Spanish)
JackFyah (Spanish)
JhinkDGS (Spanish)
JotaBe (Spanish)
KuldaharDRG (Spanish)
OCIOBITS (Spanish)
Patrii19 (Spanish)
PNKFacil (Spanish)
Psiko9000 (Spanish)
Rui2s (English)
Rupertoxd2 (Spanish)
SajonArco (Spanish)
sargentocharli (Spanish)
Sat1sfayeR (Spanish)
Skeeia (Spanish)
Srlazaro (Spanish)
TEKJAGAMEPLAYS (Spanish)
Theothergalaxy (Spanish)
WhosGamingNow5cb (Spanish)
WolbaTV (Spanish)

Sweden

beardphobia (English)
BuskyOfficial (English)
JonahBirch (English)
Maplectic (English)
MurningStar (English)
TaintedTali (English)

Taiwan

Tortosie (Chinese)

Thailand

SaltyZombies (English)
simmeow2gether (English)

Turkey

GanaliSadat (English)
ItzDNZU (Turkish)
KURUKLeblebi (Turkish)

Ukraine

DimerDS (Russian)
Survager (Ukrainian)

UK

anarxekatyan4 (English)
Becsters (English)
BigHamish88 (English)
blueandqueenie (English)
CGDGAMES (English)
DaDao (English)
DominikaTTV (English)
Eurymachus (English)
Frilioth (English)
GameGalaxy (English)
GamerDragonTV (English)
GawdBlasterKay (English)
Grumbul (English)
Heller (English)
HellsJanitor (English)
InDeeDee (English)
KhainesKorner (English)
KimikoKajinoyu (English)
Kraken85 (English)
Lumetric (English)
LunarGaming (English)
Madiakz (English)
mammoth (English)
Matrixis (English)
MissVadams (English)
MollyMagoo (English)
MoodyCharon (English)
MrFeudal (English)
MrMagicMan67 (English)
NinjaPulls (English)
OneRandomDolly (English)
Phys1csGamez (English)
PlayIt (English)
Primate (English)
Quagmire1428 (English)
retrosynicalttv (English)
SeptemberDuck (English)
ShockRadio (English)
SlothsHere (English)
Spammals (English)
Strakerplays (English)
Swordmouse (English)
VirtualFarmer (English)
Vulrhund (English)
WelshGirl (English)
Wiccana (English)
xLeinad13x (English)

US

2CentsPlus (English)
A1000Years (English)
Aaronrockst4r (English)
AdonisThuul (English)
agony (English)
andiipoops (English)
Arrican (English)
Atheenon (English)
Authent1Kx (English)
avengerUNKNOWN (English)
Aviarylaw (English)
ayreframer (English)
BabzyJae (English)
BeardedMuscle (English)
BearGaming (English)
BeatinBuzzers (English)
BeetleBomb (English)
BimBamGaming (English)
BirchyFruFru (English)
blinkblinkgames (English)
boozin (English)
Burkeblack (English)
CallunaSpitfire (English)
Capp00 (English)
CBThaGreat (English)
ChampionsOfTheFog (English)
CoinFuryTV (English)
ColonelFrosty (English)
Corrupt (English)
DamoDamoEntertainment (English)
Danny26 (English)
dawnrox (English)
Deadpool175 (English)
DeshHere (English)
DirtyOldSocks (English)
Disnof (English)
Ditch (English)
DrPepperVT (English)
Dynodare (English)
eldergoosey (English)
elvictoriosog (Spanish)
ExpaLauren (English)
Falloutgurl4 (English)
Fargassier (English)
FeatheredMalice (English)
Fehstove (English)
Flintgold (English)
FNHUSA57 (English)
FubarPrime (English)
GameSocietyPimps (English)
GamingWithJC (English)
GGgrotesque (English)
GimpyKnee (English)
Glock9 (English)
GREGSCOTTBAILEY (English)
grillmastah (English)
GrimSnaxx (English)
GrubandDub (English)
GunninGamerz (English)
GunsNerdsAndSteel (English)
Halkhan (English)
HatedSquad (English)
HayeGurl (English)
HinukanYT (English)
j0hnbane (English)
JasonBulmahn (English)
Juicebags (English)
JustRobPlays (English)
justsupersaying (English)
Kage848 (English)
Kaimeriss (English)
KarebearXp (English)
kattatonia (English)
Kehnara (English)
Kiitarie (English)
KilianMusic (English)
KillshotKitty (English)
KimsCraft (English)
KinetikGhost (English)
Kisari (English)
Kismet (English)
KittyKayTTV (English)
Knabble (English)
Kodeations (English)
kristynxrose (English)
Kualija (English)
Kulutues (English)
Kyoslilmonster (English)
LadyChaosVtuber (English)
LiamDoesGames (English)
LifeasLJ (English)
LizardSeagull (English)
LocalBrick (English)
Lostgirls27 (English)
luckyakuma (English)
LuminariaRayne (English)
lyelye (English)
macdaddyisdumb (English)
maggstor (English)
Masterofchaos (English)
Meanmug713 (English)
medusachan (English)
MetroMichael (English)
MizTracey (English)
More2Me4Life (English)
Morganttv (English)
Moto (English)
MrFoxinSocks (English)
mrsamkim (English)
mshoboslayer (English)
MystiqueSiren (English)
MzFlexx (English)
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V2.0 Storm’s Brewing Release Notes 06.11.25

The Fun Pimps are extremely excited to share the official Storm’s Brewing V2.0 release notes. As always this build is jam packed with new content, improvements, quality of life features, game options for custom play styles and incredible amount of new mid to late game content. We thank you for your patience while we do the finishing touches on this Mega-Build. We look forward to your feedback. Navezgane awaits!

V2.0 Storm’s Brewing Release Notes

Release Schedule

  • Streamer Weekend – Friday June 13th – Sunday June 15th
  • Steam Experimental – Monday June 16th
  • Steam & Console Stable Release – Monday June 30th (Barring Show stopping Bugs or Cert Issues)

Biome Progression

With the new Biome Progression option enabled, all biomes except the Pine Forest will have a unique environmental hazard to overcome. Like a Boy Scout earning a merit badge, complete challenges to learn about each biome’s inhabitants and resources. When a biome’s challenges are completed, a Biome Badge can be collected at any nearby Trader.

Here are the biomes listed in their order of severity:

  • The Pine Forest – Starting biome with no hazards
  • The Burnt Forest – Combat the hot embers & thick black smoke
  • The Desert – Overcome the extreme heat
  • The Snow – Survive the freezing temperatures and windchill
  • The Wasteland – Conquer the high radiation fallout

There are seven challenges for each hazardous biome:

  • Wearing specific armor or obtaining the previous biome’s badge
  • Harvesting biome specific resources
  • Crafting remedies to increase your hazard resistance
  • Mining biome specific resources
  • Killing biome specific enemies
  • Looting in the biome
  • Spending a specific amount of time in each biome

The Biome Progression system is on by default but can be disabled in the game and server options which will turn off the biome hazards and requirements for Biome Badges.

Biome Progression Loot Stage Cap

In addition to the biome hazards, each biome will have a progressive loot stage cap. This will help to encourage players to explore each biome and seek out higher tiered loot. Loot caps are increased by progressing forward through each biome’s challenges. 

  • Caps are automatically increased when entering into a harder biome
  • To raise the cap in the current biome, complete the next higher biome’s challenges
  • Continuing to progress and complete more biome challenges will keep raising the cap in the previous biomes
  • The loot cap is off if the Biome Progression option is disabled

Biome Resources

To encourage biome exploration, dominant ore types have been redistributed across the world. Each biome now favors a specific ore: Iron in the Pine Forest, Potassium Nitrate in the Burnt Forest, Oil Shale in the Desert, Coal in the Snow biome, and Lead in the Wasteland. While all ores can still be found in low volumes elsewhere, venturing into the right biome will greatly improve your yields.

Dynamic Storm System

Can you weather the storm? We have overhauled the legacy weather system and added a new Dynamic Storm System to the game. These storms have an increased severity per biome with random frequency and duration. Biome Badges will not protect against these storms. There are five types of storms listed below in their order of severity:

  • Thunderstorms – All Biomes (No damage to the players)
  • Ember Storm – Burnt Forest Biome Only (Damages players)
  • Sand Storm – Desert Biome Only (Damages players)
  • Snow Storm – Snow Biome Only (Damages players)
  • Radiation Storm – Wasteland Biome Only (Damages players)

A Storm is Brewing:

  • Storms will occur occasionally with some random variation in time and can last for several minutes.
  • The Storm Frequency option adjusts how often storms occur, ranging from 0% (storms disabled) to 500% (five times more frequent storms).
  • When a severe storm begins, the following will happen:
    • The player will hear a warning siren accompanied by a HUD message on the top of the screen ‘Storm Warning! Seek Shelter!’ or ‘Storm Warning! Leave Biome!’ depending on if a player has earned their Biome Badge.
    • The HUD message is accompanied by a 60 second timer. After the timer expires, the HUD message changes to ‘Seek Shelter Now!’ or ‘Leave Biome Now!’ depending on if a player has earned their Biome Badge. 
    • A storm Buff timer will then display on the left side of the screen showing how much time a player has before they will take damage.
    • If the player is not sheltered, they will take damage. If they have found a sufficient shelter, the HUD text will change to ‘You are safe from the storm’. Players can also build a quick shelter or use first aid kits to prolong their life in the storm.
    • Note: If you have not gained your Biome Badge, seeking shelter will only protect you from the storm. The biome hazards will still be active and will require hazard reducers while sheltered.

Navezgane Update

  • Navezgane has gotten a makeover to work seamlessly with the new biome progression system. Biome boundaries and trader POI positions were updated to improve travel times between large POI townships.
    • Added new 2.0 POIs and others that were not previously on the map (e.g. roadside checkpoints)
    • Updated new player spawn points to be closer to trader (e.g. ~700 meters)
    • Increased density of wilderness POIs with connected pathways.  This improves exploration as there are more POI choices visible in the distance to investigate.
    • Updated downtown city in the wasteland biome. (teleport to trader joel then follow roads SW)
    • Rebalanced POI tiers across every biome (e.g. more T5 in the wasteland, etc.)

New Zombies & Higher Gamestaged Zombie Classes

We have added two new special infected zombies and two new higher colored game staged spawn classes to 2.0. The new enemies & classes include:

  • Plague Spitter – A new special infected desert zombie that can vomit a swarm of insects which attacks the player. Melee weapons are more effective against the swarm. The Hornets are back, only a little smaller!
  • Frost Claw – A new special infected snow zombie that has a long ranged boulder throw attack that does radius splash damage. Watch out for falling rocks!
  • Charged Blue Zombies – A new higher game staged radiated blue class of zombies that turn, attack and run faster than the radiated green zombies, but they do more entity damage.
  • Infernal Orange Zombies – A new higher game staged radiated orange class of zombies that are slower & tankier than the radiated green zombies, but they do more block damage.

Zombie Spawn Improvements

  • We have added functionality to allow zombies to spawn and crawl out of smaller spaces or tighter areas. Many POIs have been adapted to use these crawl outs, so stay alert survivors.
  • We have improved spawning and respawning of enemies by making increased use of our scripted spawning system which enhances many of the larger POIs. This improves the performance of the POIs and their pacing.
  • You will notice an increased use of roaming enemies in larger POIs which provides a more varied experience. Roam where you want to zombies!

Perk Updates & Rebalance

We’ve added a brand-new General Perks tab and moved some perks that don’t need to be governed by any particular attribute. This allows players to gain certain skills without spending perk points on an attribute their character hasn’t specialized in.

  • Light, Medium, and Heavy Armor
  • Master Chef
  • Living off the Land
  • Lock Picking
  • Lucky Looter

With those perks moved, we’ve filled in those empty slots with many exciting new perks!

  • All Attributes have 10 perks
  • Each perk has 5 levels
  • Each Attribute has a new Mastery Perk set that starts at attribute level 6
    • We’ll let you discover these details on your own
  • Some Attributes have new or updated perks
    • Perception
      • The Infiltrator – Added ability to pick up various land minds per level
      • Animal Tracker – Adjusted animals tracked per level and added zombie variants
      • Treasure Hunter – Added increased dirt damage, reduced damage when near treasure, and more items found in chests
    • Strength
      • Grand Slam – Grants the ability to ragdoll enemies with clubs, bats, or sledgehammers while sprinting
      • Pack Mule – Increases the crafting speed of items in your inventory and adds a chance to ignore physical damage when hit
      • Junk Miner – Mining tools can harvest more junk resources like cloth, scrap polymers, scrap iron, and more
    • Fortitude
      • Siphoning Strikes – Melee kills grant +2 HP per level
      • Rule 1: Cardio – Levels 4 and 5 grant +25 max stamina each
    • Agility
      • Hard Target – Take less damage while moving
      • Parkour – Added ability to reduce injuries or damage per level
    • Intellect
      • The Daring Adventurer – Moved pick two quest rewards to level 5

Sledgehammer Saga

I wanna be… Your Sledgehammer! We’ve added a new book series for the sledgehammer weapon class including:

  • Sledge Saga Vol 1: Adds 10% knockdown chance.
  • Sledge Saga Vol 2: Sledgehammers degrade 20% slower.
  • Sledge Saga Vol 3: Power attack kills weaken and slow nearby enemies for 10 seconds.
  • Sledge Saga Vol 4: Adds 25% more damage to enemies below 30% health.
  • Sledge Saga Vol 5: Gain double XP from sledgehammer headshot kills.
  • Sledge Saga Vol 6: Adds a 10% chance to knock enemies unconscious.
  • Sledge Saga Vol 7: Sledgehammer Power attacks bypass 50% of armor.
  • Completionist Bonus: Refill your stamina with each power attack kill.

Clothing Cosmetic Options, Twitch Drops & DLC

  • Wear what you want for protection but look how you want cosmetically with new outfits.
  • We will be adding some new cosmetic DLCs options and Twitch Drops to 2.0! Get ready to unlock awesome new content and show off your unique style. Are you too sexy for your shirt?

Trees and Foliage Update

  • All of the trees have been optimized to run on the same speed tree shader and with reduced draw calls for a performance boost.
  • The burnt forest, wasteland and some of the other trees have been redone stylistically for a new look.
  • All of the trees have newly adjusted wind settings for consistency with the new dynamic storm system.
  • We have improved sub-biome foliage to create clearings and thicker foliage areas with lower growing plants on their perimeter for a much more believable look without sacrificing performance.

POIs: The World is Expanding!

Nearly 140 POIs are coming to V2.0, many have been created to bolster the wilderness POI counts. These include:

  • 125 Explorable Tier 0 Remnant POIs
  • 13 Questable Tier 1 POIs
  • 6 Questable Tier 2 POIs
  • 3 Questable Tier 3 POIs
  • Two new town/city tiles
  • 3 new Questable Tier 5 wilderness POIs
    • bunker_00 (Area 7)
    • mine_01 (Hybrid Mining)
    • quarry_02 (Correa Rockworx)
  • The larger Tier 4 and Tier 5 POIs combat will feel like a new experience because of scripting, crawl out, and wandering sleeper improvements!

Random Gen Improvements

  • Town tiles and wilderness POIs use separate terrain smoothing distances and are shorter to keep more height variations in the world.
  • Wilderness POI spawning has been improved allowing a lot more wilderness POIs to spawn and their spawn locations have better random positioning.
  • Wilderness road generation uses improved pathing and can now connect along the length of other wilderness roads.
  • Towns now have independent elevations and wilderness POI elevations use a better calculation.
  • Fixed terrain height accuracy which sometimes caused seams in the world.

New Hand Use Items

We’ve added many new usable hand items with custom animations to improve the games overall immersion including:

  • New special can with custom label for every canned food item
  • New tintable liquid jars for every drinkable item
  • New special stew food handheld item
  • New special plate food handheld item
  • New generic wrapped parcel for the rest
  • New steroids handheld item 
  • New pill bottle handheld item

New Quest Rally Marker

  • We’ve added a new quest rally maker that displays a custom flag per quest type.
  • If a party has more than one shared quest at the same POI, each unique flag will be shown
    • Player 1 has a clear quest
    • Player 2 has a fetch quest
    • Both players will see both flags
    • Each player will see a green light next to their quest flag

Spawn Near Friend

  • Starting a new save? Choose a friend to spawn near for ultimate teamwork!
  • We’ve added a handy button to go back to the main menu before joining a game – no more getting stuck!
  • Works for crossplay if you are friends on Discord
  • Note: You cannot spawn near a friend on a server that has biome progression enabled if the inviting player is in a hazardous biome

Discord Implementation

  • We’ve worked with Discord to make their voice chat the default in 7 Days to Die
  • Players are able to link their main Discord account and see their friend list in game or use an anonymous account, if they don’t want to or don’t have one
  • This includes:
    • The ability to switch between global server and party chat
    • Messaging in and out of Discord (can be hidden)
    • Inviting your friends through Discord
    • Adding Discord Game friends
    • Utilizing your Discord friend list to spawn near friends on a different platform
  • We’ve also included Discord’s Rich Presence giving you a good idea of what your friend is currently doing in-game

Crossplay on Dedicated Server

  • 2.0 Comes with crossplay on dedicated servers
  • Enjoy a game on a server with max 8 players with all friends of different platforms (Note: This depends on the client)
  • For Console Players servers with compatible console game settings in your region will appear in the server browser. If the server uses settings that are not compatible with your console it will not appear in the server browser. 
  • You can always play on your multiplayer game with console without a host having to be around
  • PS5 and Xbox Series clients cannot join dedicated servers with mods.
  • You can rent servers here:

Serverconfig.xml

  • For dedicated servers to host players on Xbox Series and PS5 consoles, the following settings in serverconfig.xml should be configured:
    • ServerMaxPlayerCount set to maximum of 8
    • ServerAllowCrossplay set to True
    • EACEnabled set to True
    • IgnoreEOSSanctions set to False
  • Other new options:
    • BiomeProgression
    • StormFreq
    • AllowSpawnNearFriend

Audio

  • We’ve added more footstep variety, making the world feel more alive and immersive than ever!
  • Player footstep sounds now support 3rd person.
  • Sound support for the new biome hazard and biome storm systems.
  • The Frostclaw and the Plague Spitter zombies have their own custom sounds!
  • We have added an increased variety of inventory item sounds.
  • New perk sounds.
  • Discord integration sounds!
  • Sleeper spawning from material SFX (vents, wood, etc.)
  • Zombie dogs have collar chain rattles to better alert players to their presence.
  • Vehicles have greater pitch variation and improved turbo sounds.
  • Improved volume and mix for various zombie voices.
  • Adjusted Minibike sounds for better acceleration and deceleration handling.
  • Fixed enemy alert sounds now playing upon wake and immediate line of sight to player.

DLSS Upscaling

  • We have added Nvidia’s DLSS upscaling to our graphics rendering system. It is an option under Video/Display/Upscaler Mode.
  • DLSS (Deep Learning Super Sampling) is an AI-powered upscaling technology that boosts performance in games by rendering them at a lower resolution and then using AI to reconstruct a higher resolution image.
  • This allows for higher frame rates and/or higher graphics settings at a given output resolution. DLSS uses AI models, motion vectors, and prior frames to enhance image quality and stability.

Performance

A lot of things have been done to improve performance in V2.0 including:

  • Added Nvidia’s DLSS upscaling option allowing higher frame rates and/or higher graphics settings at a given output resolution.
  • Unified all trees to be on the same speed tree graphics shader and reduced draw calls on trees for better performance
  • Many of the larger POIS have been updated to utilize the new/spawn and respawning code which improves performance
  • More City remnants POIs have been added to improve framerates in the denser areas of cities

Added, Changed, Fixed Notes

V2.0 b295

Added 

  • Sound to indicate that the spawn window is ready for the player
  • Animal footsteps now have sound when turning
  • Inventory UI Audio – Bedroll
  • Inventory UI Audio – Blocks
  • Inventory UI Audio – Furniture
  • Inventory UI Audio – Lights and Glass
  • Inventory UI Audio – Material Blocks
  • Inventory UI Audio – Misc Wood and Metal Items
  • Inventory UI Audio – Player Crates
  • Inventory UI Audio – Various Items
  • Inventory UI Audio – Wood and Metal Doors, Shutters
  • New SFX for character footsteps
  • New SFX for the Frostclaw and Plague Spitter zombie types
  • New SFX for the new Dentist perk
  • New SFX to support the new Biome Hazard and Biome Storm systems
  • New ‘Use’ SFX on some medical and food items
  • SFX for when player is kicked or leaves a Discord voice channel 
  • SFX for when spawn window is ready for player
  • Sleeper Spawn Material SFX
  • UI SFX for player joining and leaving Discord
  • Vehicle engines now have pitch variations
  • Vehicles now have a turbo triggered sound
  • Zombie crawlers now have footstep sounds
  • Zombie Dog collar chain now rattles
  • Zombie Dog, Wolf, and Coyote now have footstep sounds
  • Bookcase Cube Full to the shape menu
  • Cube 1/2 Corner Baseboard Outside, Left, and Right to the shape menu
  • Cube 1/2 Corner Chair Rail Outside, Left, and Right to the shape menu
  • Stairs Filled 1/4 Crown 2 Left and Right to the shape menu
  • Wind motion to blueberry, aloe, yucca, coffee, cotton, hedge and shrub plants
  • Dedicated server and LAN server browsers for PS5 and Xbox
  • AI ranged attack will rotate entity during first half of attack
  • AI ranged attacks are interrupted based on pain felt after applying pain resistance
  • All Frostclaw types and the Infernal Cop have high pain resist until reaching a lower health threshold
  • Crouch upper spine bending for 1m zombie ingress
  • Hooked up zombie projectile CollisionRadius settings and adjusted values
  • New Insect Swarm enemy type for Desert Biome and as Plague Spitter spawned enemy
  • Skinned mesh, and prefab for new Coyote model
  • Skinned mesh, animations, animator controller and prefab for new Grace model
  • Auto-party with friends feature
  • Shelter calculation for the local player now uses raycasts
  • Storm Frequency option on the New Game screen
  • Themed loot bags for Nurse, Lab, Biker, Thug, Utility Worker, and Soldier zombies
  • Block Info pane to Shape Selection Menu.
  • Chat window supports clicking names to whisper individuals or click party/friends text to switch to those chats
  • Generic bindings on XUiC_List and XUiC_ListEntry: “hasselection” to return whether an entry is selected, “hasentry” whether a list entry UI element has actual data assigned to it
  • Global XUi binding “is_world_loaded”
  • Made Area UI wider and removed background to prevent fading in and out
  • New HD screen effects to support new Biome Hazard and Biome Storm systems 
  • XUi label view can define maximum width/height when in overflow=resizefreely mode
  • XUi panel view allows overriding the border sprite name
  • XUi panel view allows setting an inset on the border sprite
  • XUi TextInput support for effect attributes
  • XUi view TextList supports “first_line_prefix” attribute that is applied to every new entry
  • XUi views can specify a padding
  • XUiC_SimpleButton support for “hovered” binding
  • XUiV_Sprite support for gradients
  • Entityclasses.xml named colors and MatColor property which sets emissive using name
  • Entityclasses.xml replace_passive_effect to allow naming of common values instead of raw numbers
  • Example game event that starts a buff on an event date
  • Log error on loading items if an item has an invalid UnlockedBy property
  • Log message when mod localization files become too large to be transferred to clients
  • Logging of BlockValues now includes the block’s name
  • New ModEvent CreateWorldDone
  • New ModEvent GameStarting
  • New ModEvent MainMenuOpening, allowing to interrupt the process
  • New ModEvent when server is registered with backends
  • PlayerJoinedGame ModEvent
  • XUi combobox support for custom value formatting
  • XUi XML attributes support “\n” as linebreaks
  • New POI parts for the Navezgane map
  • 12 new industrial parts for POI Design
  • A variety of filler and remnant POIs to the Burnt Forest biome
  • A variety of filler and remnant POIs to the Wasteland biome
  • Base_survivor_02 
  • Cave_11
  • Cave_12 
  • Crater_deco POIs for Navezgane and RWG
  • Enabled the Prefab Editor “Easy Volume Select” with “Left ALT” by default
  • Example map of trees for level design
  • House_old_cottage_01 for
  • New Lake POI parts
  • Level design tutorial POI – house_old_cottage_01
  • New min script examples in aaa_script_entrances
  • New POI parts for Navezgane
  • Part_driveway_countryresidential_16 
  • Part_spawner_01 – 06 for new Crawl Out and Trickle Spawn systems
  • New POI Bunker_00 – Tier 5 POI with all quest types
  • New POI Remnant_commercial_large_02
  • New POI Remnant_commercial_strip_03
  • New POI Rubble_burnt_filler_03 
  • New POI Rubble_burnt_filler_04
  • New POI Rubble_burnt_filler_05 rubble 
  • New POI Rubble_burnt_filler_22
  • New POI Rwg_tile_rural_t_05
  • New POI Site_camp_01.
  • New POI Site_camp_02
  • New POI Site_grave_01 
  • New POI Site_grave_02
  • New POI Site_shack_01
  • New POI Site_utility_01
  • New POI Site_utility_02
  • New POI Site_vendor_01
  • New POI Site_vendor_02
  • New POI Utility_celltower_03
  • WIP commit for bunker_00 to be included in pregens
  • Prefab Editor Light Density Stat
  • Prefab Editor Composition Grid 
  • Prefab Editor toggle paint texture visibility
  • Prefab Editor Replace shape blocks’ material feature
  • Terrain smoothing buttons to POI Editor
  • General Perks tab to decouple some perks from attributes
  • Agility – Mastery perk set
  • Fortitude – Mastery perk set
  • Fortitude – Siphoning Strikes perk set where melee kills grant 5, 10, 15, 20, and 25 HP
  • Intellect – Mastery perk set
  • Perception – Mastery perk set
  • Strength – Grand Slam perk set
  • Strength – Junk Miner perk set
  • Strength – Mastery perk set
  • Biome terrain layers can randomly pick a block from a list
  • ‘terrDestroyedGrass’ distributed randomly in main and sub biomes
  • Console command and help for “showhits damage” to enable Damage Text 
  • Debug Tool for Damage Text that shows 3d numbers on entities each time they take damage – off by default
  • Debug screenshot “save perks” checkbox now also saves buffs and cvars
  • New setting “AllowSpawnNearFriend”
  • Spawn Menu Spawn Filtered button which spawns all currently listed entities in a ring pattern
  • Spawn near friends on first time joining a server
  • User text profanity filtering to PC-XBL client
  • New Rally Marker model for quest activation
  • Robotics loot list to Trader Bob’s specialty inventory
  • Biomes xml weather range parameter
  • Storms reduce vehicle traction and push them with wind
  • Weather global storm
  • Weather group duration and standard length
  • Weather heavy rain/snow settings for each biome
  • Weather storm console command for debugging
  • Improved HD particles and explosion VFX for Molotov cocktail
  • New HD particles to burning enemies
  • New particles to support the new Biome Hazard and Biome Storm systems
  • Sleeper zombies spawned in crawl out locations play a particle effect 
  • Wind motion to blueberry, aloe, yucca, coffee, cotton, hedge and shrub plants
  • Added a sound to indicate that the spawn window is ready for the player
  • SFX for when spawn window is ready for player
  • Made Area UI wider and removed background to prevent fading in and out
  • Prefab Editor Composition Grid 
  • SFX for when player is kicked or leaves a Discord voice channel 
  • WIP commit for bunker_00 to be included in pregens
  • XUi combobox support for custom value formatting
  • Themed loot bags for Nurse, Lab, Biker, Thug, Utility Worker, and Soldier zombies (Allan)
  • Debug screenshot “save perks” checkbox now also saves buffs and cvars
  • Hooked up zombie projectile CollisionRadius settings and adjusted values
  • Running Steam as Ubuntu Snap without microphone permission showing warning window
  • Tool tip for the “Filter small POIs” toggle in the Teleport to POIs menu
  • Command to complete challenges

Changed 

  • Adjusted minibike engine sound settings and added acceleration/deceleration sounds
  • Audio Volume Balancing for Humanoid Zombie Voices
  • Player Footstep sounds when walking on various plants
  • Reduced animal footstep sound delay and added a short delay on new movement sound
  • Volume Balance for Challenge UI SFX
  • Burning barrels can now be toggled on/off
  • Recipe for King Sized Bed now makes a color variable helper version
  • Updated all vehicles with CanPlayersSpawnOn property set to false to help prevent players spawning inside cars on first spawn in RWG
  • Updated Plumbing Fixtures Variant Helper with Kitchen Sink
  • Revised the console graphics mode selection logic and UI to decouple the selection of an upscaler mode from the graphics Performance and Quality presets. Exposed FSR2, FSR3 and Scale upscaling modes on console. Set default upscaler mode to FSR3 for all platforms
  • Decreased vulture battle fatigue max time and increased cooldown min time
  • Demolisher zombie’s shoulder explosive now can be set off by turrets, when a turret is manually controlled by a player
  • Game stage spawn defaults to num 1, maxAlive 1, duration 1
  • Improved AI run away distances, timings and how it resets
  • Improved animal and zombie movement animation blending rate and separated the rates of walk and run
  • Improved animation hit reaction blend values
  • Improved zombie crouch rules and uses new animation
  • Improved zombie root motion settings on a few animations
  • Increased AI look time after wandering
  • Increased bear and boar wander move speed
  • Increased ProjectileMoveScript lerp rate to the ideal position 
  • Lowered vulture attack threshold to 80% health
  • Reduced AI wait time to jump when path blocked
  • Reduced small bear mass
  • Reduced Zombie Dog sense and alert volumes
  • Blood moon party maximum active enemy count with increased game stage scaling based on the full count
  • Junk Drone recipe now uses electrical parts instead of motion sensors
  • LandClaimCount default increased to 5 to allow players to have claims in each biome
  • Reduced the amount of silver, gold, and diamonds needed for the Gather Precious Elements Challenge 
  • Reduced the drop chance of loot bags on Dire Wolf and Zombie Bear to 50%
  • Updated 44 Magnum and Desert Vulture with new SoundDataNode setups to adjust heat_map_strength per weapon
  • Workstation mods and crafted items now drop into a loot bag if the workstation is destroyed
  • You can now repair armor directly from the Player Equipment slots using the Action Menu
  • Added movement mode toggle button to Extended Character Stats screen to display stats as they would be calculated when that movement mode is active
  • Airdrop NavObjects now persist between sessions
  • Data Management screen now hides built-in worlds when they have no associated save data and cannot be meaningfully interacted with
  • In-game debug menu tab refactor
  • Increased padding between day and time under the compass for some languages
  • XUi – Apply parent view size to controls when they do not provide a default and the respective dimension is not explicitly overridden by the instantiation
  • XUi TabSelector component updated for flexibility, also now supports hiding individual tabs temporarily
  • Additional documentation for game stage spawns in gamestages.xml
  • Event onSelfLeaveGame hooked up
  • ModEvents take a ref struct argument for easier argument identification and update compatibility
  • Increased blood moon party distance to add players
  • Removed timeout for fetching news from storage
  • Server Browser backend improvements for LAN/Dedi support (LAN advertising on PC Only, all platforms can search LAN)
  • Updated serverconfigxml with BiomeProgression and StormFreq settings
  • House cleaning of small changes and tweaks to several VFX assets
  • Improved AI handling of blocks in their way
  • Improved Weather Manager lightning spawning locations
  • Improved cloud lightning rendering
  • Improved falling block movement on clients
  • Improved lightning pulse counts, timing, movement,  fade and made framerate independent
  • Improved performance on Burning Barrel fire
  • Improved performance with updated particles and materials for Campfire
  • Improved performance with updated particles and materials for Forge
  • Lowered volume of smoke chimney – mostly at farther distances
  • Normal lighting/thunder is managed by each client
  • Optimized CalcPositionInDirection
  • Optimized Chunk block light access and the Light Processor
  • Optimized DictionarySave ParseData garbage gen
  • Optimized EntityStats by adding PlayerEntityStats to manage player only values
  • Optimized GameRandom inlining
  • Optimized Min Effects slightly
  • Optimized Occlusion light culling
  • Optimized Perlin noise generation
  • Optimized Stat class
  • Optimized buff and effect value lookups
  • Optimized chunk’s block entity render setup garbage generation
  • Optimized entity factory GetEntityType
  • Optimized entity spawning AI task parsing
  • Optimized entity stats creation/loading
  • Optimized getting chunks from world position
  • Optimized materials and effects for Cement Mixer prefab
  • Optimized nav icon updates
  • Optimized nav icon’s UI to be made when displayed instead of for example when entities spawn
  • Optimized performance on barrel prefab explosions
  • Optimized shotgun turret firing particles to only spawn once per set of rays
  • Optimized vehicles to not use a container object
  • Optimized voxel mesh terrain texture id to colors
  • Optimized zombie animation controller parameters
  • Optimized zombie animation clip masks
  • Optimized zombie spawning performance
  • Perf pass on prefabExplosions
  • Removed scheduled plant ticks on block removal, fixes issue where plants grew slowly when replaced by the same block ID in quick succession
  • Removed unused icons from Data/ItemIcons and refreshed whole folder
  • Reorganised Player assets for better bundle sizes and future unloading efforts
  • Reorganised Zombie assets for better bundle sizes and future unloading efforts
  • Revised how upscaling settings are presented in the game UI. Players can now select between FSR 2, FSR 3, Dynamic Resolution, and Scale modes via Video Settings > Display > Upscaler Mode. Defaults to FSR 2 with the Balanced preset
  • Small performance pass on explosion for Rocket
  • Updated upscaling implementation: removed FSR 2, replaced FSR 3, and added DLSS for compatible hardware
  • Explosion10 textures performance pass
  • Better terrain smoothing on lake parts
  • Block material concrete to brick on downtown_filler_01
  • Block material concrete to brick on remnant_business_06
  • Hotel_ostrich updated for new systems
  • Increased siteMilitary theme tag distance from 500 to 1,000 for new wilderness changes.
  • Minor adjustments to rwg_tile_countryresidential_straight_03 and related parts to allow for smoother vehicle ramp jumps
  • Minscript added to rooftop of skyscraper_01
  • Minscript, lighting pass, trigger unlock pass
  • Performance pass on house_old_tudor_03
  • Prefab Editor ‘Show Options’ tab reorganization
  • Prefab terrain copying into world repeats the surface terrain upward and removed the biome topsoil block setting
  • Prefab Tools & Block Tools are now split into individual tabs in the Prefab Editor
  • Red mesa updated for new systems
  • Reefactored Prefab Editor Volume Tools tab 
  • Sleeper Volume Window Reorg & Cleanup
  • Admin Tough Guy Shirt now has the wasteland weather kit 4 built-in at no additional charge
  • Agility – All perks have been reworked to have 5 levels
  • Agility – Parkour level 5 now gives “Never take fall damage”
  • Agility – Parkour reduce stamina cost of jumping by 10, 20, 30, 40, and 50%
  • Agility – Parkour safe distance by 1, 2, 3, 4, and 5 meters
  • Agility – Run and Gun hip fire improved by 5, 10, 15, 20, and 25%
  • Agility – Run and Gun movement speed penalty reduced to 40, 30, 20, 10, and 0%
  • Agility – Whirlwind levels reworked to 5, 10, 15, 20, and 25%
  • Strength – Big and Fast levels reworked to 5, 10, 15, 20, and 25%
  • Book – Fireman’s Almanac Vol 1 now adds a chance to find more water in loot
  • Book – Urban Combat Vol 05 no longer grants full land mine immunity, but has a trigger delay of 2 seconds
  • Fortitude – All perks have been reworked to have 5 levels
  • Fortitude – Lightning Hands levels reworked to 5, 10, 15, 20, and 25%
  • Fortitude – Rule 1: Cardio level 4 adds 25 to max stamina, level 5 adds another 25 to max stamina
  • Increased the accuracy of bows and made the accuracy progressively better for each tech tier
  • Intellect – All perks have been reworked to have 5 levels
  • Intellect – Calculated Attacks levels reworked to 5, 10, 15, 20, and 25%
  • Intellect – Daring Adventurer 2nd quest reward choice moved to level 5
  • Intellect – Daring Adventurer quest duke bonus reworked to 5, 10, 15, 20 and 25%
  • Intellect – Daring Adventurer trader stage boost reworked to 10, 20, 30, 40 and 50
  • Kill Some Boars Challenge kill requirement reduced to 1
  • Light Armor perk set is now in the General Perks tab
  • Paper can now be made with a beaker in the campfire at the cost of more wood
  • Perception – All perks have been reworked to have 5 levels
  • Perception – Animal Tracker levels reworked with new animal unlocks and now including zombie dogs and zombie bears
  • Perception – Quick and Perceptive levels reworked to 5, 10, 15, 20, and 25%
  • Perception – The Infiltrator  levels 4 and 5 with trap damage of -60 and -75%
  • Perception – The Infiltrator  levels 4 and 5 with trap delay of 3 and 5 seconds
  • Perception – The Infiltrator levels reworked with landmine pickup on level 5
  • Perception – The Penetrator levels reworked with level 5 now penetrating four additional targets
  • Perception – Treasure Hunter level 3 now grants 50% reduced incoming damage when near buried chests
  • Perception – Treasure Hunter level 4 now adds additional dukes and cash to all buried chests
  • Perception – Treasure Hunter level 5 now adds an additional weapon, armor, or rare item to all buried chests
  • Perception – Treasure Hunter levels 1 and 2 reworked with dirt damage of 50 and 100% more damage
  • Reworked ‘noteDuke01’ to be consumable for XP after reading
  • Updated logic requirements on Admin Tough Guy Shirt to only work when equipped
  • Updated stun baton probability in Mo Power containers to prevent them from spawning too soon
  • Various advanced ammo types are now loot staged in loot containers
  • Adjusted decorations in the Burnt and Wasteland biomes
  • Biomes and sub biomes use a single noise generator with caching and increased detail
  • Decreased RWG town tiles smoothing range
  • Forest has a small shrubs and trees sub biome
  • Improved forest flower and heavy short grass sub biomes
  • Improved RWG township height calculation to a 9 point average, is raised 3m and raised even more if snow or wasteland
  • Improved RWG wilderness path generation 
  • Improved RWG wilderness road pathing to other wilderness roads
  • Increased RWG wilderness road max step height
  • Moved forest biome trees to a large sub biome and rebalanced
  • Optimized RWG FindDetailedPath
  • Rebalanced ore nodes per biome. Forest = High mix/Low volume of all ores minus Oil Shale, Burnt = Coal, Desert = Oil Shale, Snow = Lead, Wasteland = Iron. Potassium Nitrate is mixed in all biomes with slightly higher probability of other Low Mix/Low volume ores in all biomes
  • Removed RWG wilderness township and POI padding for 4x available locations
  • RWG roads do not smooth heights inside POI or tile bounds
  • RWG tiny townships like traders use a short tile smoothing range
  • RWG towns to have individual heights
  • Slightly increased or  additional chances for boar spawns in forest and burnt biome
  • Split RWG country town township into desert and snow variants
  • Updated biomes.xml to use specific trees in the burnt forest and wasteland
  • Updated several tree helpers to use biome specific trees
  • Wilderness POI tiles now have a separate small range
  • Allow ignoring chest locks when debug mode is enabled
  • Game launcher on Linux/macOS now uses the same folder for logs as Windows
  • POI teleporter window shows biome names
  • Reorganized biomes.xml to be in biome progression order
  • Set default upscaler mode to FSR3 for all platforms
  • Updated localization of foodCanChiliDesc
  • Updated server start scripts to put logs at root level instead of the Data folder
  • POI names are now displayed in trader quest lists
  • Super Corn and Super Corn seeds now appear in Trader Rekt’s inventory starting at around Trader Stage 40
  • Traders now have different greetings for times of day
  • Renamed all Twitch related references of Marksman Rifle to Lever Action Rifle
  • Improved weather bloodmoon check rate
  • Weather storm values now split out per biome.
  • Better resolution tagged textures in gore
  • Improved bullet impact light range
  • Improved machinegun firing particles
  • Improved pistol, SMG and robotic turret firing particles
  • Improved rifle firing particles
  • Improved shotgun firing particles
  • Improved SMG and shotgun turret firing particles
  • New art for campfire fire particle
  • New art for MolotovPrefab and molotovExplosion
  • Remastered buff_smoke male and female sounds
  • Updated particles and materials for Campfire
  • Updated particles and materials for Forge
  • In-game debug menu tab refactor
  • Renamed all Twitch related references of Marksman Rifle to Lever Action Rifle
  • Updated serverconfigxml with BiomeProgression and StormFreq settings
  • XUi – Apply parent view size to controls when they do not provide a default and the respective dimension is not explicitly overridden by the instantiation
  • Increased ProjectileMoveScript lerp rate to the ideal position 
  • Biome smoothies now grant a 10% speed boost while in the appropriate biome
  • Honey is now using a mason jar and hold type for drinking
  • Increased the amount of gas found in quad barrels
  • Increased the entity damage on Shotgun Slugs
  • Intro to Buried Supplies quests are now clamped to the Pine Forest
  • Light Armor perk now adds 1 Armor Rating per perk level to each Light Armor piece equipped
  • Optimized EnumDecoAllowedExtensions
  • Renamed Banded Armor Plating Mod to Advanced Armor Plating Mod
  • Renamed Customized Fittings Mod to Advanced Armor Fittings Mod
  • Renamed Improved Fittings Mod to Armor Fittings Mod
  • Sleeper Spawn Material Sounds (Metal only)
  • Updated tool box loot lists with various tool themed magazines
  • Remnant_house_06 sleepers quantity to prevent unguarded loot
  • Vehicles are now placed as unlocked 
  • Grace does a lot more block damage 
  • Increased snow terrain health 
  • EULA to include language for Discord features 
  • Improved RWG highways to prevent overlapping wilderness POIs 
  • Increased RWG POI padding from tile edges 

Fixed 

  • Chainsaw and Auger sounds no longer continue when swapping weapons
  • Player footsteps now play when in 3rd person
  • Sleeper enemies now play an alert sound if they wake and have immediate line of sight to a player
  • Burning barrels no longer burn under water
  • Drawbridge open/close state now saves on chunk unload
  • End table lamp light should no longer self shadow
  • MultiBlock helpers that spawn single-blocks are now correctly re-rolled on subsequent POI resets
  • POI imposter billboard blocks no longer flicker from back faces drawing
  • POI torches and candles that are set as lit in editor will no longer remain lit in game when underwater.
  • SFX for activating generator are now audible if ambient volume is off
  • Storage Crates now upgrade properly while another player is accessing it
  • Wrong material being used on dirty drape tops
  • PS5 Only – DualSense effects will now pause when in UI
  • Play Offline is now enabled when the PSN is unreachable and when EOS external auth service is unavailable
  • Rare crash on PS5 when getting quests from the trader
  • Rare crash on Xbox when exiting to the main menu
  • AI crouch head offset
  • AI jumping would be cancelled by starting the Look AI task 
  • AI ranged attacks would continue while electrocuted
  • Animation blend choppiness when speed and strafe changes
  • Approach and Target AI task will now attack an entity 2 or more meters above their Y position
  • AvatarAnimalController finding transforms twice during spawn 
  • Burnt zombie walk animation now triggers footstep sounds
  • Crawler “footsteps” now play for all materials
  • Crawler zombies could move too far visually into obstacles 
  • Grace’s ‘body’ collider was on the wrong joint so she couldn’t be damaged/harvested from her spine
  • Hazmat zombie collider on his tank hits the upper block when crouching 
  • Memory access violations caused by mutated zombie particle effect by adding a delay to the smallSteam particle emission 
  • Most animals had a delay before their jump motion 
  • Player or AI projectiles could rarely not collide with an entity moving towards them
  • ProjectileMoveScript collisions could rarely miss
  • Radiated vulture vomit starting position
  • Reduced particle rate of Cop Vomit
  • Some root transforms were not removed from Origin when returning to main menu
  • Spider zombie colliders were too tall
  • Spider zombie walk and run animations now trigger footstep sounds
  • Spider zombies can no longer move into or attack through blocks
  • Vulture bodies are no longer invisible when they fall from sky on death
  • Zombie wall attack animations no longer briefly move downward
  • Zombies no longer drift with AI disabled 
  • Zombies no longer play step sounds when idle
  • Accuracy update is now framerate independent
  • After gathering resources for a recipe, Craft action is enabled without UI refresh
  • Air drop loot bag no longer falls through world
  • AK47 muzzle particle positioning
  • Arrows and bolts stuck in the world would move and might be seen floating in air after an origin shift
  • Arrows and bolts stuck in the world would not despawn until world shutdown
  • Being struck with an armor rating of 56+ no longer defaults to metallic sound
  • Bloodmoon Game Stage increase for large zombie counts was too strong at low Game Stages
  • Buff triggerfatigued no longer causes the player to lose health on re-log
  • Camera shake from concussions or stuns could break rotating the camera 
  • Changing weapons during a reload now applies in the 3rd person animation
  • Clients are unable to loot any containers with “E” if teleporting while opening container
  • Crossbow is now held correctly in 2nd and 3rd person views
  • Daring Adventurer no longer affects the quantity of an item received in challenge rewards
  • Dart traps now contribute to player kill count
  • Diagonal movement is no longer louder than non-diagonal.
  • Diagonal movement speed is now normalized to straight-line movement speed
  • Equipping armor pieces with cloth components can cause single frame glitches and occlusion issues 
  • Fall damage refactored to improve consistency and better reflect the design intent – e.g. where damage and injuries only begin to apply for falls of greater than six meters high
  • Gunfire and bullet impacts were not lighting the world
  • Knuckle weapon animation no longer breaks when switching weapons on toolbelt to same slot 
  • Motion Sensor is not working correctly if placed by a client
  • Night Vision Mod can no longer be toggled from the toolbelt 
  • NRE when switching from an external camera like a turret or motion sensor to the player inventory
  • Phantom reload caused by swapping partway through a reload or swapping back and starting immediate reload via LMB 
  • Pipe Pistol reload-swap no longer breaks reload animation
  • Pipe pistol, pipe shotgun, and desert vulture no longer get stuck in broken open state if swapped during reload
  • Player is no longer naked during death animation
  • Players are now able to access loot bags in the same space as spike traps
  • Players are now able to use tool belt after harvesting animal or corpse
  • Players no longer go through the reload animation again after interacting with an auto turret 
  • Relogging insider a trader POI no longer automatically kicks player out
  • Repair option is now disabled while reloading weapons
  • Repair tools now upgrade blocks with correct amount of hits, and XP is properly rewarded
  • Respawning on Permadeath or with no respawn points/inventory now uses the starting spawn points
  • Respawning without bedroll/backpack always makes you spawn in the location you died.
  • Robotic Turret now has a reload cancel 
  • Robotic, SMG and shotgun turrets were leaking disabled smoke particles
  • Salvage tool hit sounds no longer desyncs with animation
  • Shared quests with the same location are now tracking properly
  • Spotlight, Motion Sensor, and Turret no longer throw errors when the camera targeting function is accessed 
  • Stun Baton charged effect is no longer difficult to notice 
  • Stun Baton particles now light the world
  • Swapping toolbelt item while throwing timed charge no longer results in invisible weapon
  • Switching toolbelt slots no longer retains animation between items
  • Throwable items no longer get stuck when opening inventory while charged
  • Using repair tools to repair or upgrade no longer causes HP loss with recovering Broken or Sprained arms
  • Wandering hordes should no longer trigger right after a blood moon
  • Weapon particle effects no longer detach while aiming down sights
  • Wire tool animation for starting cable placement in second and third person views
  • Wire tool sounds now play for clients 
  • Chinese, Japanese and Korean characters will now show on player writable signs and storage crates in console builds. 
  • Extended player display no longer alternates between values randomly, and stat lookups are consistent
  • Map waypoint invites list supports more than four rows
  • Sleeper volume indicators no longer persist after death
  • Workstation Craft quantity amounts no longer reset if item shifts in the list, it now will retain counts as long as the view isn’t a recipe item when switched
  • AI would not attack an entity around 2m above their y position 
  • Damage entity GeneralDamageResist used the previous attacker value
  • Non helper container blocks are now lootable when added to biomes.xml using blockontop elements 
  • OnPerkLevel only worked on the skill not the entire player.
  • RomanNumber formatter no longer does endless loop with inputs greater 10 – this allows for quest tiers above 10
  • Both host and client can now see air drop on map when it spawns far away
  • Chopped down trees will no longer reappear and eat blocks and land claims
  • Clients adding or removing buffs were sent back to them by the server – this fixes weather buffs being ignored on clients if using same player account as host
  • Clients should no longer see chicken and rabbits glide around
  • Could not use keyracks / switches in POIs with files not available on the client
  • Critical hits no longer trigger differently for clients and hosts.
  • Dedicated Server Client infection can no longer progress and revert at the same time
  • Equipping armor pieces should no longer make remote players’ armor pieces’ jiggle tech bound around 
  • Exception as client in playtesting session from DynamicMesh system
  • Exception as client in playtesting session from nav markers for triggers
  • Multiplayer clients taking damage no longer have a chance to instantly die when having pack mule and pain tolerance under certain conditions
  • Multiplayer clients can now purchase multiple items from traders and vending machines without the item selection resetting
  • Some server browser buttons were missing audio feedback 
  • XboxLive PC Friends will now show in the in-game search 
  • Wire tool sounds should now play for multiplayer clients
  • Added gates to entrance of roadside_checkpoint_01 to improve flow
  • Addressed strong light bleed in house_old_pyramid_01
  • Barn_03 no longer collapses when looting a load bearing bag
  • Cabinet door clipping in cabin_14 
  • Changes made to terrain density in the Prefab Editor are now saved for spaces occupied by MultiBlock children 
  • Clipping cloth pile removed in site_camp_01 
  • Clipping hay bale in barn_03 
  • Container clipping in docks_05 
  • Cooler lid clipping into wall in cabin_03 
  • Corrected missing small piece of barbed wire at trader_rekt 
  • Floating block in farm_16 
  • Floating vent blocks removed from school_03 parking lot
  • Floating weapons bag in country_junkyard_01
  • Gravel path to nowhere in abandoned_house_01 now leads to somewhere
  • Helper for Quest rally marker no longer shows in-game 
  • Inconsistent POI sleeper spawn counts between RWG and Playtest
  • Incorrect sleeper volume spawn counts on Arlene, Chickens and Inmate zombies in aaa_all_zombies
  • Interactive triggers no longer stop working if player leaves and returns to area
  • Issues preventing quest completion in school_03
  • Light bleed in bathroom of store_hardware_03
  • Load bearing curtains in courthouse_med_01 no longer cause windows to collapse
  • Luggage clipping in hotel_ostrich 
  • Mismatched paint in house_burnt_03
  • Mismatched paint in house_burnt_03
  • Mismatched paint in house_old_gambrel_02
  • Mismatched paint in house_old_ranch_10
  • Mismatched surfaces in house_old_ranc
  • Mismatched texture in house_old_modular_01 
  • Mismatched textures in house_old_victorian_05
  • Mismatched textures in house_old_victorian_05
  • Mismatching textures in remnant_house_modern_04 
  • Mispainted textures in house_old_pyramid_04 
  • Missing barb wire in house_old_gambrel_03
  • Missing paint in barn_03
  • Missing paint in house_burnt_04
  • Missing paint in house_old_gambrel_01 
  • Missing paint in house_old_modular_08
  • Missing paint in house_old_victorian_06
  • Missing paint in store_hardware_03
  • Missing texture in gas_station_05 
  • Missing textures in hospital_01
  • Missing textures in skyscraper_01 & min script quest completion
  • Prefab Editor operations did not mark a prefab as dirty: Smoothing, replace block/paint/materials, clean densities, strip texture, changing ground level 
  • Refactored roof on remnant_house_modern_04 to account for inconsistent overhang
  • Refactored side beam connections on bridge_asphalt_broken 
  • Removed vehicle prop in country_junkyard_01
  • Replaced grate in rwg_tile_downtown_corner
  • Replaced juniper with helper version at trader_jen
  • Resolved a cabinet conflict in house_old_tudor_03 
  • Rope to nowhere in house_burnt_06
  • Several cases of switches in “ON” state when they should be “OFF” during a restore power quest 
  • Shipping container issues resolved in gas_station_11 
  • Sidewalk connections on residential tiles, as well as commercial_cap and downtown_intersection tiles
  • Sleeper no longer falls off roof in business_burnt_02
  • Stability issues in house_old_gambrel_03, 
  • Stability issues in house_old_ranch_13
  • Stove and cabinet no longer conflict in tudor_03 
  • Structural integrity issue in house_old_pyramid_01 
  • Terrain density issue in house_old_victorian_01
  • Terrain density issue in store_pharmacy_01
  • Terrain issue in mansard_03 
  • Terrain layers no longer move upward when reset with a POI that added terrain
  • Texture issues and prop clipping in cabin_08 
  • Texture issues in cabin_16 
  • Texture issues in factory_03 
  • Texture issues in house_old_mansard_06 
  • Texture issues in skyscraper_02 
  • The shoe rack behind the counter in trader_joel is no longer lootable
  • Tree clipping in rwg_tile_downtown_intersection_02
  • Trees that have been POI reset no longer add unneeded scheduled ticks for each of their blocks
  • Trigger button set incorrectly on aaa_demolition
  • Trigger volumes fail to work after chunk reset 
  • Uneven terrain in gas_station_09
  • Uneven terrain in rwg_tile_downtown_t
  • Zombies no longer spawn in player view in house_burnt_03 
  • Deco manager (trees) only used trees from main biome instead of sub biomes
  • RWG MinHeapBinned allocating memory for each path
  • RWG preview window keyboard controls were active while typing in the seed edit box
  • RWG saved heights range did not exactly match loaded heights in world 
  • RWG wilderness POI random positioning to be more random
  • Animation ForcedRootMotion did not activate 
  • Audio Manager play on an entity checked maxVoicesPerEntity before removing old sounds
  • Clock drift was preventing title storage data from being retrieved
  • SDTD-23941 Blood Moon calculations in SkyManager only valid for 18 hour days
  • Set colliders to allow dropping items for the paintbrush, wooden bow, double barrel shotgun, and lever action rifle 
  • Water at low quality is no longer translucent
  • Trader quest list was not resetting for clients
  • Low stamina no longer causes heavy breathing to continue on vehicles
  • Vehicle turbo pitch was inconsistent
  • Lightning directional light angles 
  • Pump shotgun particles
  • Trader quest list was not resetting for clients
  • Several cases of switches in “ON” state when they should be “OFF” during a restore power quest 
  • Radiated vulture vomit starting position
  • AvatarAnimalController finding transforms twice during spawn 
  • Clients are unable to loot any containers with “E” if teleporting while opening container
  • Motion Sensor is not working correctly if placed by a client
  • Memory access violations caused by mutated zombie particle effect by adding a delay to the smallSteam particle emission 
  • Some root transforms were not removed from Origin when returning to main menu
  • Arrows and bolts stuck in the world would not despawn until world shutdown
  • AI ranged attacks would continue while electrocuted
  • Player or AI projectiles could rarely not collide with an entity moving towards them
  • ProjectileMoveScript collisions could rarely miss
  • Arrows and bolts stuck in the world would move and might be seen floating in air after an origin shift
  • AI pathing issue addressed in church_02
  • Adjusted rally marker in tudor_02 
  • Bandage cancels unless user waits longer for it to complete than feels right
  • Biome general atmospheric particle effects were not playing 
  • Clipping issues in cabin_16
  • Drone projectile collider issue
  • Game launcher CLI argument for UserDataFolder now overrides same argument if supplied in the custom arguments text box
  • Garage door replaced in house_old_ranch_08
  • Garage door replaced in house_old_tudor_02
  • Insect swarm no longer has trouble hitting players a second time on dedi
  • Insect swarms can now hit you if you’re walking
  • InvalidCastException thrown in networking when clients are passengers in a vehicle while holding a ranged weapon
  • Junk sledge should now target insect swarm on dedi
  • Left and Right news screen is now mapped to same buttons on controller
  • Lighting issue in house_burnt_01
  • Low volume modified on Track SFX for Challenge UI
  • Minor adjustments to mine_01 based feedback
  • Missing tags are now on Rad Remover for charged and infernal zombie variants
  • Percentage in description was not updating properly for Farmer Full Set Bonus
  • Perception Mastery: Vital Wound and Agility Mastery: Bleeding Hearts no longer use the maxBleedCounter that is governed by Deep Cuts 
  • Plague Spitter swarm can no longer hold arrows 
  • Players in v2.0 are no longer spawning with no challenges when using Steam invite / join
  • Prefab Editor no longer starts during night time
  • Rally Marker SFX Loop is no longer heard when game is paused 
  • Reworked logic to prevent Modify option on Biome Badges
  • Settings option no longer overlaps logo after exiting audio settings in Discord first time prompt
  • Snow particles are no longer seen in the pine forest
  • Structural issues in fire_station_03
  • Texture issues in countrytown_business_02 
  • Texture issues in remnant_house_10
  • Vehicles shouldn’t restore HP after damage and re-mount on dedi anymore
  • Weather shelter checks adjusted on some sloped walls
  • CRT TV audio loop continues to play while game is paused 
  • Error spam while updating windows ‘crafting’ on loading when repairing 
  • Grace was slimmed down to fit through 1m wide openings and her face pokes through walls less 
  • AI break block task was canceling for enemies on ladder and not touching ground