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V3.0 Dead Hot Summer Release Notes 06.11.26

Dead Hot Summer V3.0 Update Release Notes

The apocalypse just got hotter. Amid the chaos of the Dead Hot Summer, we’re happy to deliver this ambitious systemic update. Built around a core philosophy of player agency, V3.0 gives survivors more freedom than ever to shape the apocalypse their way.

Version 3.0 introduces 150 sandbox customization options, giving players greater control over their survival experience. Survivors can fine-tune a wide range of settings to emphasize the parts of the game they enjoy most, or reduce and even disable systems they prefer to avoid, with the goal of letting players craft the survival experience they want. Player-made presets can also be shared with others, and we’ve created a selection of special preset modes of our own for players to experience.

Moment-to-moment survival is expanded through the introduction of Item Magnitude, a new system that reshapes how weapons and gear scale, alongside an optional Repair and Degradation settings that ensures every battle leaves a lasting impact. Together, these systems make loot more varied, meaningful, and rewarding to pursue, adding greater depth to progression and itemization.

The world itself has evolved. A full overhaul of POI signage powered by the new Sign-Tech system brings hundreds of new environmental signs to towns, compounds, businesses, and ruins, enhancing atmosphere, readability, and immersion across the wasteland.

Alongside these updates, Version 3.0 delivers a redesigned main menu, over 60 new POIs, and a customizable crosshair system. A new cosmetic outfit will also be available alongside the V3.0 Stable release. 

A new scorched season of survival awaits. Read on to learn more:

Take Command of the Sandbox 

  • A New Era of Control arrives. The V3.0 “Dead Hot Summer” update transforms the game into the ultimate survival simulator with 150 sandbox customization options. Whether reliving the tension of classic play styles with no magazines, turning off zombie digging, diving into a brand-new official preset like Undead Matinee, or forging entirely custom worlds through player-made presets, the power to define survival is now fully in your hands!
  • Your Rules. Your World. Your Survival Story. V3.0 introduces full sandbox preset creation and sharing, allowing players to build personalized survival experiences unlike anything before. Name your creations, fine-tune every setting, and unleash limitless gameplay permutations designed entirely around your vision of the apocalypse. 
  • Along with the Classic Difficulty Presets, V3.0 comes with these brand-new Official Presets, including:
    • Undead Matinee – A melee-focused vintage movie-inspired mode with slower zombies, swarming numbers & scarce ammo. Includes the new headshot finisher setting.
    • Madmole’s Mayhem – Fewer supplies, harsher penalties, including the new item loss and item durability loss on death, along with constant pressure. Madmole… It smells good!
    • Almost Creative Mode – The apocalypse, minus the actual apocalypse. Because Dying Is Inconvenient.
    • Bite Club – Respawning is for cowards in this hardcore, perma-death mode. One life left; use it wisely.
    • Legacy Survival – Old-school survival with modern consequences. Play like it’s 2014.
    • 7 Days Later – Modern movie-inspired with chaotic hordes of fast-moving zombies. 
    • Caveman’s Life – Survive an apocalypse where tools peaked at sticks.  
    • Dumpster Diver – Turning Garbage Into Greatness. It’s not hoarding if you use it. 
    • Dying World – Resources are fading, and you’re not far behind. 
    • Disaster Film – Catastrophes stack faster than you can fix them. 
    • Chibi Mode – Not only are they cute… They’re fast, too! Good thing you have some speed of your own.
  • For notes about Sandbox server configurations, V2.6 server save game compatibility, and a complete list of all Sandbox Options, see those sections below.

The Arms Race Begins with Magnitude

  • Powerful new Magnitude variants are changing the face of survival in V3.0, bringing boosted stats to looted weapons, tools, workstation mods, and more. An orange star will highlight the special stats along with a % in teal. You might find a Pickaxe with boosted block damage, a Shotgun with boosted range, a Machete with increased damage, or a Cooking pot with faster cooking time. The permutations are endless!
    • All tools and weapons will have a chance to roll boosted stats when found in loot.
      • Tools and weapons still have a chance for random stats and may show a teal percentage, but they are not considered boosted stats unless the stat is marked orange. This could allow combined items to cross over into a boosted range.
    • A wide variety of mods for armor, tools, vehicles, weapons, and workstations will now have progressive quality levels.
      • Higher-quality mods provide stronger bonuses. A Quality 1 Grave Digger mod adds 5% dirt damage, while a Quality 6 version adds 30%.
      • Not every mod benefits from higher qualities. Mods with simple on/off effects, such as the Helmet Light, are still limited to a single version.
  • Survivors can now use the new Combine Station to merge attributes of similar items to incrementally increase their power until they reach their full potential!  It also provides an alternative method for repairs! Traders will now carry Magnitude-enhanced equipment such as weapons with special boosted stats, creating a new high-end economy for serious survivors.
    • The highest percentage stats will be moved to the combined item regardless of quality.
    • When a boosted stat from a Quality 1 item shows 20%, combined with a Quality 6 item, it will have more impact on the Quality 6 item’s higher base stat.
  • With the various degradation and repair options available, players can now choose how punishing the apocalypse can be on items. Repair Method options include no repair, repair kits only, combine repair, or use both kits and combine. Permanent Repair Degradation can be set to 5, 10, 15, 20, or 25% of the item’s max durability per repair (the first repair is free). Death Degradation allows players to choose how much durability items will lose on death or even permanent max durability loss.
  • A new M60 turret has been added to help with those late game hordes. Uses all 7.62 ammo types.

Signs for the End of Times

  • A complete POI signage overhaul arrives in V3.0 thanks to the new Sign-Tech system delivering thousands of signs to the POIS in the game. This brings a richer atmosphere and deeper immersion to every corner of the world. Streets, shops, compounds, and ruins now feature dramatically improved environmental signage designed to make the wasteland feel authentic, coherent, and alive. POI creators will gain access to the Sign-Tech tools through the level design editor at launch. 
  • Canvas & Decal signs of various dimensions (e.g. 1×1, 2×2, 3×3, etc.)
    • Add Text, Shapes and Noise
    • RGBA color picker
    • Layer Masking (Color Only, Color And Mask, Mask Only, Punch Out)
    • Layer Warping (Skew, Pinch/Bulge, Twirl, Kaleido, Perspective, Arc, Stretch, Grid)

Points of Interest (POIs)

  • 60+ new POIs, adding expanded depth and variety to the world.
  • Tier 5 – “Champions Coliseum” (soccer_stadium_01)
  • Tier 4 – “Granddaddy’s Cable Regional Service Center” (industrial_60_01)
  • Tier 4 – “Ironwood Paper Mill” (industrial_60_02)
  • Tier 4 – “Beanthere Coffee Company” (industrial_60_03)
  • Tier 4 – “ChemTech Distribution Center” (industrial_60_04)
  • Tier 4 – “Water Treatment Plant” (industrial_strip_06)
  • Tier 4 – “Camp Hollow Point (army_camp_09)
  • Tier 4 – “Green Hill” (army_camp_10)
  • Tier 4 – “McOivey Farms” (farm_18)
  • Tier 4 – “Sprout & Sons Nursery (farm_20)
  • 2 new RWG tile variants adding more spawning opportunities for 100×100 commercial and industrial themed POIs.

A Fresh Interface for a Brutal World

  • Survivors will be greeted by a newly redesigned Main Menu UI featuring upgraded visuals, improved presentation, and a darker post-apocalyptic aesthetic. While the front end has entered a new era in V3.0, the full in-game interface overhaul is still to come in a future release.

In your Crosshairs

  • Survivors now have complete control over their combat visibility with the new customizable crosshair system. Adjust crosshair scale, opacity, and color to match your personal playstyle, while expanded display settings let you decide exactly when and how your reticle appears. All new customization options can be found in the dedicated Crosshair tab within the General Options menu. 

Sun’s Out, Guns Out!

  • The new Beachwear Pack cosmetic DLC brings tropical chaos to the apocalypse with stylish new outfits built for survivors who refuse to let civilization’s collapse ruin their summer plans. From sandy shores to blood-soaked boardwalks, the wasteland has never looked this relaxed. And remember, when the world ends, the tan begins!

Modding

  • The WebDashboard code was integrated with the core game code, meaning it will always be up to date. For mods there is only two changes:
    • You no longer need to reference additional assemblies, but only the game’s core Assembly-CSharp.dll
    • Due to the code being run through the code publicizer process you might have to adapt some of your code that overrides vanilla methods to also be public
  • “Localization.txt” was renamed to “Localization.csv” to properly indicate its contents and make it easier to open it with spreadsheet tools
  • Changed entitygroups.xml format back to proper XML elements
    • Previous text based format is currently still supported for backwards compatibility
  • The XUi framework has received a massive internal overhaul and code cleanup
    • New binding system moving more control from code to XML. Documentation can be found on the official Wiki ( https://7daystodie.wiki.gg/wiki/XUi )
    • Heavily reworked XUi views to reduce code duplication, provide more common features (attributes) across different view types and increase compatibility
      • E.g. tables and grids have more similar attribute names, window anchor names and view pivot names use the same values
      • Removed unnecessary view attributes, rects now always have an underlying UI widget and panels always a UI panel. Rects should be used over panels wherever possible
      • Added new views video, scrollbar and scrollview
      • Removed “force_hide” attribute, visibility is now properly handled on each view element through the regular “visible” attribute
    • Tweens can be controlled from XML
    • Renamed folder “XUi” to “XUi_InGame” to make it clearer what each folder is for
    • Renamed “controls.xml” to “templates.xml” to get rid of confusion between XML templates and XUi controller classes
    • Removed unused “ruleset” XML element level from xui.xml
    • Support for using templates as windows
    • Lots of small bugfixes to different parts of views, controllers and the overall framework

Sandbox Options

Here is the complete list of the 150 sandbox options in our Dead Hot Summer release. Each setting includes at least two unique variables, resulting in billions of possible permutations of preset game modes in the 7 Days Universe. The complete list is as follows:

  • Player Settings
    • Ranged Damage
    • Melee Damage
    • Block Damage
    • Terrain Damage
    • Headshot Multiplier
    • Player Damage In
    • Walk Speed
    • Run Speed
    • Crouch Speed
    • Jump Strength
    • Stamina Regen
    • Stamina Usage
    • XP Multiplier
    • Show XP
    • Level Stat Bonus
    • Skill Gain Rate
    • Skill Gain Amount
    • Death Penalty
    • Lose On Death
    • Death Loss Count
    • Death Degradation
    • Death Degradation Amount
    • Drop On Death
    • Drop On Quit
    • Infection Rate
    • New Player Buff
    • Encumbrance Slots
    • Jar Refund
  • Entity Settings
    • Enemy Spawning
    • Max Enemy Tier
    • Enemy Density
    • Enemy Respawn
    • Biome Animal Respawn
    • Enemy Damage Dealt
    • Entity Damage In
    • Enemy Block Damage
    • BM Block Damage
    • Headshot Mode
    • Entity Health Bars
    • Show Entity Damage
    • Zombie Day Speed
    • Zombie Night Speed
    • Zombie Feral Speed
    • Zombie BM Speed
    • Zombie Feral Sense
    • AI Smell Mode
    • Zombie Rage
    • Zombie Digging
    • Zombies Eat Animals
  • World Settings
    • Global Game Stage
    • Biome Game Stage
    • Biome Progression
    • Temperature Survival
    • Max Tech Type
    • Workstations in the Wild
    • Blood Moon Frequency
    • Blood Moon Range
    • Blood Moon Count
    • Blood Moon Warning
    • Air Drops
    • Air Drop Variance
    • Storm Frequency
    • Storm Warning
    • Heat Map Sensitivity
    • 24 Day Cycle
    • Daylight Length
    • Mark Air Drops
    • Allow Map
    • Allow Compass
    • Allow Screen Markers
    • Show Location Info
    • Show Day/Time
  • Resource Settings
    • Max Loot Tier
    • Global Loot Stage
    • Biome Loot Stage
    • POI Loot Stage
    • Loot Respawn Days
    • Loot Timer
    • Loot Bag Drop
    • Loot Abundance
    • Food Abundance
    • Drink Abundance
    • Medical Abundance
    • Ammo Abundance
    • Resource Abundance
    • Armor Abundance
    • Melee Abundance
    • Ranged Abundance
    • Currency Abundance
    • Magazine Abundance
    • Treasure Map Chance
    • Mining Yield
    • Crop Yield
    • Seed Drop
    • Resource Yield 
    • Crop Growth
  • Crafting Settings
    • Crafting Progression
    • Crafting Max Tier
    • Magazine Progress
    • Backpack Crafting
    • Workstation Crafting
    • Smelter Type
    • Crafting Timer
    • Crafting Cost
    • Crafting Yield
    • Scrapping Yield
    • Dew Collector Time
    • Dew Collector Yield
    • Dew Collector Input
    • Apiary Time
    • Apiary Yield
    • Apiary Input
    • Item Degradation
    • Repair Method
    • Repair Degradation
  • Traders
    • Trading Enabled
    • Vending Enabled
    • Trader Hours
    • Trader Protection
    • Trading Dialog
    • Global Trader Stage
    • Trader Max Tier
    • Trader Item Count
    • Vending Item Count
    • Trader Reset
    • Vending Reset
    • Sell Price
    • Buy Price
    • Trader Buy Limit
  • Task Settings
    • Challenges
    • Quests
    • Intro Challenges
    • Intro Quest
    • Trade Routes
    • Buried Quests
    • POI Quests
    • Quests per Tier
    • Quests per Day
    • Base Skill Points
  • Miscellaneous Settings
    • Vehicle Fuel Usage
    • Vehicle Entity Damage
    • Vehicle Block Damage
    • Vehicle Self Damage
    • Electrical Output
    • Celebrate Kills
    • Big Heads
    • Tiny Zombies
    • Gravity
    • Silly Sounds
    • Black and White

Server Admin notes for Sandbox Options and legacy property removal

  • With the addition of over 150 Sandbox Options, some of the legacy options previously set in serverconfig.xml have been moved to a new SandboxCode XML property.
  • For server admins that wish to continue their V2.6 save game, you will need to recreate your legacy serverconfig.xml settings using the in-game Sandbox Options menu.
  • Copy the code, and then paste it as the SandboxCode property value in the updated V3.0 serverconfig.xml file.
  • Although we have done our best to communicate with server providers, you may need to work with your specific provider to help setup these options.
  • The name and default value for the new property is:
  • <property name=”SandboxCode” value=”AAAJABJACJADJARFBNC”/>
  • The SandboxCode above is an equivalent setup of the legacy default GameDifficulty setting of “Adventurer” or 1.
  • The following is a list of the legacy properties that have been removed/converted:
    • GameDifficulty
    • BlockDamagePlayer
    • BlockDamageAI
    • BlockDamageAIBM
    • XPMultiplier
    • DayNightLength
    • DayLightLength
    • BiomeProgression
    • StormFreq
    • DeathPenalty
    • DropOnDeath
    • DropOnQuit
    • JarRefund
    • EnemySpawnMode
    • EnemyDifficulty
    • ZombieFeralSense
    • ZombieMove
    • ZombieMoveNight
    • ZombieFeralMove
    • ZombieBMMove
    • AISmellMode
    • BloodMoonFrequency
    • BloodMoonRange
    • BloodMoonWarning
    • BloodMoonEnemyCount
    • LootAbundance
    • LootRespawnDays
    • AirDropFrequency
    • AirDropMarker
    • QuestProgressionDailyLimit

Currently Known Issues with V3.0 we are working on addressing:

  • Abundancy categories not working well for single items, books, and magazines
  • Some Sandbox Selections don’t show up localized
  • Sandbox options crafting yield resets amount upon closing inventory
  • Trader Hours “BM Closed” closes trader during morning of Blood Moon Day
  • Changing between item stat and description not updating

Changelog:

Added

  • Game Difficulty setting converted to Sandbox Presets
  • SandBoxCode property to serverconfig.xml
  • Add Continue Game option to opt into a full reset of all unprotected chunks
  • Add server command to trigger a full reset of all unprotected chunks
  • Added warning when trying to load save game from older major version
  • XML declarations to all xml files
  • Button in the Player Cosmetic screen to remove all cosmetics
  • Item compare shows stat boost improvement if that stat would be better when combined
  • Trader doors now tell you when it will open if its currently closed
  • Trader Open/Close time to the Map screen
  • Some calendars and clocks will show Day and Time
  • Player can craft calendars and working clocks
  • Working clocks rotate their hands to match world time
  • Extract method to take all smelted materials if you switch from Smelter to Recipes for forge
  • RWG biome layout “Circle 2” which doubles each biome
  • RWG biome generation growth has some random search variation
  • RWG town planner will try to make a small town with tighter space rules when a normal town does not fit
  • RWG previewer Generate World button changes to Cancel during generation
  • RWG preview step for terrain
  • RWG shows biome preview as soon as it is generated
  • Creative menu search filter supports starting the name with #1 to #6 to generate items with only that quality
  • Moon light brightness is reduced by cloud thickness when the graphics brightness setting is below 50%
  • Add audio notification on consoles when create save data prompt appears
  • Player versions of Mini Beverage Cooler and added them to the Appliance variant helper
  • Wedge60 Tip Steep Wedge60 Incline 1/2 Left and Right to the shape menu
  • Apiary SFX
  • New drone voice for existing VO lines
  • Drone VO for attacks
  • Drone stun charged SFX
  • Grace and Zombie Boar SFX
  • Snake slithering SFX for different surfaces
  • Zombie Boar sleeper blocks
  • Armor Impact Sounds
  • Items with boosted stats show an orange star on their icon or if modded show the gear as orange
  • Combine Station to create a merged item of the best quality, durability and stats

Changed

  • Updated signs in most POI’s with new “Sign Tech” signs
  • Splints and Casts will now treat sprained limbs
  • Updated the descriptions for sprained arms and legs to instruct the use of splints and casts
  • Updated the descriptions for Splints and Casts to include the treatment sprained limbs
  • Updated the description for Craft Splints challenge to include the treatment sprained limbs
  • Updated Gunslinger perk to boost the loot chance of .44 magnum ammo
  • Insulated Armor mods are now labeled like clothing: Tattered, Patchwork, and ThermaCore
  • Insulated Armor mods have quality tiers
  • Updated icons and loc for Insulated Armor mods
  • Cigar Mod has quality tiers and a stat page
  • Updated tags for The Hunter mod to allow it to be installed with Rad Remover mods
  • Removed extra bookworm rolls in several loot lists that already have one in the junk lists
  • Set the Weight property on toolAnvil to allow them to be scrapped or smelted
  • Bellows and Anvil tool mods have quality with progressive stats. Both will automatically change to Q1 when loading a save game. Can only craft Q1 to promote loot exploration and trader interactions
  • Increased Economic value of Bellows and Anvil tool mods x2
  • Updated qualBaseTemplate to include Q6 items and removed/replaced q6Template
  • Set loot spawn parameter random_durability to false for Bellows and Anvil tool mods
  • Increased chance of all forge tool mods in Working Stiffs crates and Destroyed Forges
  • All forge tool mods can now be found in Hidden Stash and Construction crates
  • Lowered the MaxVoices and MaxRepeatRate for the forge_item_complete sound due to anvil craft speed increases
  • Tempered Blade mod is now installable into Augers and Chainsaws
  • Master Chef Dumpster Diver now has a chance to find more seeds in dumpsters
  • Max lockpick breaks capped at 14, the 15th lockpick always unlocks
  • Lockpicks break at a more uniform rate
  • Exploding arrows, bolts, and land mines no longer use duct tape
  • Added a lens to the motion sensor recipe
  • Updated tags on Silencer and Muzzle Brake from barrelAttachment to barrelTipAttachment to allow them to work with the Barrel Extender Mod
  • Removed wall clock from Appliances variant helper to be a standalone item
  • Apiary can no longer be scrapped or smelted to match other workstations
  • Improved AI jumping checks for overhead obstacles
  • Reworked the loot lists for toilets
  • Adjusted loot probability templates to allow items to show earlier in loot
  • Removed ignore_loot_abundance=”true” to allow the various Sandbox Options to control loot abundance for vanilla loot. Was not removed from Twitch related loot
  • Restored Q6 item probability chances in various loot quality templates
  • Reworked loot probability and quality templates to allow quality loot to match crafting progression a bit closer
  • Updated several loot lists to include abundance_type for Sandbox Options
  • Removed power attack stat from the player torch
  • Updated Metal Furniture block variant helper with new Locker Colors
  • Forge open and close volume balancing
  • Bunker Woman Voice
  • Bunker Man Voice
  • SysAdmin Voice
  • Lowered Auger and Chainsaw impact SFX volumes for metal, concrete, wood, and organic
  • Updated trader stage templates with Q6 entries
  • Updated trader inventories with Bellows and Anvil tool mods based on new qualityItems trader stage template
  • Item Loss on Death changed to allow choosing Toolbelt and/or Backpack
  • Reduced the MaxDamage of Burnt and Abandoned “stripped” vehicles from 1000 to 500HP
  • SupplyCrateEntityPrefab.prefab uses new VFX art
  • Trees destroyed by explosions fall in random directions instead of north east
  • Improved small deco spawning near Oversized Blocks e.g. car blocks often had noticeable bald patches around them
  • Removed server settings from serverconfig.xml that are now part of the Sandbox system and are set by defining a SandboxCode in the config instead
  • Updated serverconfig xml MaxSpawnedZombies and BloodMoonEnemyCount comments
  • Renamed Localization.txt to .csv
  • EntityGroups.xml converted to structured XML
  • Updated probability formatting on a few entries in entitygroups.xml
  • Moved WebDashboard system from external mod to internal code
  • Enable cloud saving for PC XBL. Players can optionally store their game saves and generated worlds in the cloud or on the local device
  • Sleeper Volume properties window: Added scroll bar to script input
  • Improved cloud lighting from the moon
  • Moved Vehicle options to Misc
  • Optimized chunk mesh generator
  • Replace XML properties that use pipe | with nested XML classes
  • Banned dot characters ‘.’ from existing in XML property names when parsed into DynamicProperties
  • XML StaticSpawner prefab properties obsolete and removed
  • XML output file from RWG, Generation properties changed to class structure
  • XML ToolCategory sub-properties changed to class structure
  • XML PlantGrowing sub-properties changed to class structure
  • XML Map.Color property renamed to MapColor
  • XML CropsGrown.BonusHarvestDivisor property renamed to CropsGrownBonusHarvestDivisor
  • XML ItemsOnEnterGame sub-properties changed to class structure
  • Refactor TileEntityLootContainer and children into composite TileEntities. Refactored BlockLoot, BlockCarExplode, and BlockCarExplodeLoot into composites
  • Composite features in block definitions can be changed without compromising existing save data
  • Refactor LandClaim to use TEFeatureStorage
  • Migrated TE Player Signs into Composite features, TEFeatureSignable & TEFeatureLockable
  • BlockPlaceholder.xml to allow weights greater than 1
  • Large POIs sometimes take too long to reset for quests
  • New RWG district creation algorithm
  • RWG previewer to show the generate status in the title bar
  • RWG previewer generation runs as a task allowing the UI to remain active
  • Optimized RWG stamp loading
  • Optimized RWG and world radiation memory use
  • Optimized RWG water data handling
  • Optimized RWG stamping speed
  • Optimized RWG height copying
  • Optimized RWG preview mesh creation
  • Untagged lot_industrials from countrytown and countryresidential
  • Reduced RWG rural tile percents
  • Replaced short guardrails for tall ones in many RWG tiles
  • Increased AI distance they will attack a target above them
  • Bucket collects water from further away
  • Removed ‘HitInfo’ from ItemInventoryData with the goal of phasing it out entirely, simplifying the transition of player inventories to use TransactionalInventories
  • Storm prefab changes, render alignment to Local, initial speed to align with new direction and come at camera
  • Removed old non-timesliced POI reset path and console command

Fixed

  • Lab zombie excessive arm ragdoll after death
  • Zombies being crippled would not change their walk type until they jumped
  • Zombies would lose their crippled walk when crouching ended
  • Celebrate and Headshot modes now do not affect passive animals
  • Animals could climb ladders or float on ladders
  • AI would try to jump when at their move destination and it was off the ground but within their reach
  • Updated Zombie Boar and Grace with missing zombie tag
  • ExperienceGain property in the wrong location for zombieSteveCrawler
  • 3rd person Shovels are slightly offset
  • Pickaxe 3rd person pose was clipping by default
  • Ally status gets automatically removed
  • Hot and Cold weather screen effects do not persist on relog
  • Disconnecting players would not drop their tool belt items if attached to a vehicle with drop on quit
  • Auto-complete harvest challenges when harvesting is disabled
  • Data Management Client Player names are EOS strings
  • Players moving up stairs can get stuck or slowed going through a doorway
  • Shotgun Messiah Vol 7 perk not working
  • Smell does not fully clear in water on clients
  • Player smell values were not being saved properly
  • Smells remain after smells are turned off
  • Physician perk not working client to client on dedicated server
  • First aid kit and sewing kit not working on client to client heals
  • Striking a tree as a client causes an ArgumentNullException
  • Players can use the copy shape command to by-pass and use bulletproof glass shapes
  • Guns don’t reload fully if ammo is split between tool belt and backpack
  • Character creator doesn’t catch same names with different casings, throwing an NRE
  • Honey Tea, Honey Brisket, and Honey Glazed Sham count towards the Infection challenge
  • Honey Tea counts toward the Dysentery challenge
  • Smells from multiple players was using the farther player for AI notification
  • Tagging issue to allow Breaching Slugs to work on Treasure Map Chests
  • Updated logic on biome hazard reducers to allow speed boost when biome progression is off
  • Jumping above a zombie will frequently cause them to enter destroy area mode
  • Repair tools no longer contributes to the scrapping challenge
  • Ragdoll of players is not respecting set duration and now uses half the duration an AI would receive instead of always 1 second
  • Changing the RWG Preview Quality has a high chance of crashing Steam Deck
  • Chunk biome decoration did not mark the south neighbor chunk’s area as occupied
  • Grass heavily bleeding into asphalt when placed outside of roads
  • Rarely chunk decorating could throw a biome data error, blocking chunk updates and then the world may not reload
  • Moon cloud glow was not centered on moon
  • Fixed water meshes using legacy generation logic in builds. Activated NEW_WATER_MESH define by default. This improves water mesh generation behavior and performance
  • Frequent memory cleanup hitches while chunks generated
  • Sleepers had too short of a kill off timeout
  • RWG residential tiles were often in town centers instead of commercial
  • Terrain missing near water
  • Chunks regenerating after delayed updates may not update all layers in the same chunk
  • Error during RWG gen when POI prefab XML doesn’t have the PrefabSize property
  • Height map processing doesn’t allow for lowering terrain height and copies heights incorrectly for prefabs with blocks below the ground level
  • RWG preview error with street tile stamp if missing road shape
  • Flipped localization for Left/Right tall guardrails
  • Electric Fence Post rotation goes out of alignment
  • Multiblock helper rotation would sometimes not visually match placement rotation
  • Trees sometimes don’t fall over or make a sound when harvested
  • Misaligned verts with pipe_corner
  • Issue that would hide faces on arch_curve_top_double_bottom
  • Ensure non-support blocks fall properly during building collapse
  • Volume balancing on some Trader Hugh lines
  • Vending machines are missing interaction SFX for other players
  • Pipebomb and dynamite ignite sounds play once when using the item, and a second time when the item is thrown
  • SFX for landing fired more than once when playing in Multiplayer
  • Pump Shotgun sound effects didn’t play in 3rd person
  • Grenade pullpin SFX was triggered more than once when pressing the RMB
  • Stun baton didn’t play the right SFX (according to its charge level)
  • Removing Land Claim didn’t play the corresponding SFX
  • Loud volume of trees falling
  • Recog grab and place SFX liquid when should be pills
  • Lower volume when firing an AK-47 or M60
  • Item_stack controller rounds fractional pixels to floor int
  • Editor save not triggering when only door lock state has changed
  • Added guards to chunks during copy that may have been unloaded from chunk sync
  • Wrong casing in gameevents.xml for twitch_blastResist
  • Replaced second onSelfBuffStart trigger for Drone Buckethead gameevent with onSelfBuffUpdate
  • Gravity actually resets between different worlds
  • Set PumpShotgun and LeverActionRifle to use fixed speed instead of ReloadSpeed parameter
  • Playstation DualSense Edge controllers are now recognized and supported on Windows and Mac via USB, and Linux support via SDL is unconfirmed but may work
  • Connecting a Dualsense controller on windows after the game starts now still gets trigger effects
  • Trader quest tier reset when all quests are done could happen early or not at all
  • Debug screenshots no longer include Tile information
  • Player armor visually unequipped on death
  • Prefab Editor: Highlight Blocks auto re-enables when loading a POI
  • Fixed issue with KeepOpen packets and TwoWayDictionary can now manage mutable hashes (e.g. TileEntities)
  • Multiblocks that cross multiple chunks could cause stability issues
  • Forward holding positions cause pauldrons to clip badly into the arms on the Samurai Outfit
  • F11 debug block info very small when running high resolution
  • Vehicle lights are out of sync and sometimes turn back on
  • Buried Supplies generate in POI bounds causing fail on activation

TFP Joins Behaviour Interactive  03.24.26

Survivors, 

We’re excited to share some big news. The Fun Pimps have officially joined Behaviour Interactive. 

7 Days to Die started back in Thanksgiving 2012, when two brothers cooked up a game idea at the dinner table. Thirteen years later, that idea has grown into something far bigger than we ever imagined, with over 20 million copies sold and a community that’s been with us every step of the way.  

There is still so much we want to do, and we’ve always believed the future of our game could be even greater than what we’ve shipped so far. This partnership means more support for 7 Days to Die moving forward. We’ll continue to lead development, just as we always have, but now, with Behaviour’s help, we’ll be able to grow the team and deliver even more for the game and our community.  

Nothing about the heart of the game is changing. Our vision stays the same, our team stays the same, and our focus remains on the community that has carried 7 Days to Die for over a decade. This is simply the next step in a long journey, and we’re excited to take it with you. 

More details are coming soon, including a Reddit AMA on 3/25/26. Feel free to submit your questions ahead of time at r/7daystodie and we’ll answer them live during the session. 

In the meantime, check out this message from Richard about the new partnership!

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

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

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 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 

V2.0 Storm’s Brewing Release Schedule 05.29.25

Hey Survivors,
The Fun Pimps are pleased to announce our Storms Brewing V2.0 release schedule below. More details on all the events below will be coming soon so stay tuned!

  • The Dev Stream – Tuesday June 10th
    Come and Join Lathan Meadows and Richard Huenink for an in-depth discussion on 2.0 features. On Tuesday, June 10th at 9 PM CT here: http://twitch.tv/fubar_prime

  • Streamer Weekend – Friday June 13th – Sunday June 15th
    Watch a sneak peek of 2.0 from your favorite TFP Creators! If you are interested in participating, apply to our creator program here: https://creators.thefunpimps.com/

  • 2.0 Experimental – Monday June 16th
    The Public can opt into the 2.0 experimental on this day.

  • 2.0 Stable – Monday June 30th
    Barring any game breaking bugs or Certification issues we are planning on releasing stable on pc and consoles on this date.

V2.0 Storms Brewing Status Update 03.05.25

Hey Survivors,

The Storm’s Brewing V2.0 Update we targeted for an April 15th Steam Experimental Release has been delayed by several weeks but the good news is more new enemies as well as the new Dynamic Severe Storm System will make it into the update. Read on for more information.

V2.0 Status Update


Biome Progression Elemental Survival

Prepare to face the elements like never before! Conquer those tough biomes in manageable chunks, unlock permanent survival in the harshest environments, and craft temporary buffs to push your limits. This is survival redefined!

  • Progress through each biome with increasing threat levels and challenges
  • Smoke, heat, cold and radiation damage, remedies and survival
  • Craft consumables to increase your temporary biome elemental resistance
  • Complete challenges to unlock permanent biome elemental hazard immunity
  • Progressive biome maximum loot caps to encourage exploration
  • Game options will be available for custom and classic playstyles
  • New HUD and player elemental VFX and Sound FX
  • Several new Biome Zombies are coming to 2.0 including the new desert Plague spitter and snow Frost Claw with completely unique behaviors to the game.

Dynamic Severe Storms

On top of new Biome Elemental Survival we have added a new Dynamic Severe Storm System.

  • Dynamic Severe Storms force players to take or build shelters
  • Update 2.0 will feature a unique storm type per biome
  • Rain and light snow still exist but are not hazardous

Perk Updates & Rebalance

We’ve added a brand-new general tab, unlocking a whole new level of customization. Plus, we’ve filled in those empty slots in the attribute lists with exciting new perks!

  • All attributes have 10 perks with new and improved perks 
  • Each perk has 5 levels
  • New Mastery Perk Set for each attribute
  • Moved some perks to a new General Perks tab without attribute requirements

Sledgehammer Saga

  • We’ve added a new book series for the sledgehammer weapon class

New Higher Gamestaged Zombies

  • Get ready for a whole new level of zombie mayhem! Similar to the current green Radiated Zombies we have added new higher gamestaged Charged Blue and Infernal Orange zombie Archetype groups with new behaviors coming. These new Archetypes will intensify the later game experience! 

Trees and Foliage Update

  • A Majority of the trees have been optimized to run on the same speed tree shader for a performance boost and reduced draw calls on many
  • The burnt and wasteland trees have been redone with a greatly improved look
  • We have added a new sub-biome foliage system which allows for clearings and thicker foliage forests with lower growing plants on their perimeter for a much more believable look without sacrificing performance.

Crawl out Zombies

  • We have added functionality to allow zombies to spawn and crawl out of smaller 1 meter spaces and crawl under tighter areas.
  • We have improved the tools for spawning and respawning enemies and reworked many of the larger POIS to take full advantage maintaining the challenge while improving the performance

Navezgane Update 

  • Navezgane has gotten a makeover to work seamlessly with the new biome progression elemental system. Biome boundaries and trader POI positions updated to improve travel time and flow to and from large POI townships.

POIs: The World is Expanding! 

  • We’re aiming for a whopping 50 new Points of Interest, adding even more depth and variety to your world!
  • We’ve added a greater variety of POIs for wilderness.
  • We’ve added more remnants for performance.
  • We’ve also updated some of our more demanding POI’s to perform better – those sneaky zombies are now using crawl outs to surprise you – watch out!

Audio

  • We’ve added meaningful individual footsteps, making the world feel more alive and immersive than ever!
  • Zombie audio for new biome zombies!

Clothing Cosmetic Options, Twitch Drops and DLC

  • Wear what you want for protection but choose how you cosmetically look 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.

Random Gen Improvements

  • Wilderness spawning has been improved allowing a lot more wilderness POIs to spawn and their spawn locations have better random positioning
  • Wilderness road placement has been improved

New Quest Marker System

  • We’ve have added a new quest maker that displays a custom quest flag type per quest


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!

Crossplay on Dedicated Server

  • We will not know officially if Consoles can play on dedicated servers until passing cert on each platform. Fingers crossed



Winter Patch 12.07.24

Today we are making our V1.2 Crossplay patch available to every platform.
Players on Xbox, PlayStation, and PC can now enjoy cross-platform gameplay.

For cross-platform games to show in the server browser:
Console: Set the option General>Crossplay Enabled: On
PC: Set the option General>Crossplay Enabled: On, but it also requires EAC Protected set to On
Maximum supported player count for crossplay is 8 and world size of 8192.

We always encourage a new save with every update, but we do not expect any issues continuing older save games. Enabling Crossplay for those older save games should be safe as well.

V 1.2 Official Release Notes.

RWG for consoles

  • We have enabled usage of random world generation for consoles which will generate worlds with sizes up to 8192

Crossplay for PC and Console Peer to Peer (NO dedicated servers yet!!!)

  • PC (Windows, Mac, Linux) and PS5 and Xbox Series consoles can host and join peer-to-peer multiplayer sessions with the other platforms.
  • Device restrictions on player counts for hosting multiplayer sessions still apply.
  • Easy Anti Cheat must be enabled for PC clients to host or join cross-play enabled sessions.
  • Added support for blocking players from other platforms
  • Console clients can join world sizes of 8k and smaller.
  • We are currently not setting any hard player count limitations for crossplay, however the player experience will vary depending on the client/host hardware and situation. For example if you have more than 6 players all in the same area on a blood moon it can be challenging on some hardware.

Rendering performance optimizations

  • Overall general rendering performance has been improved by reducing overhead due to rendering multiple cameras in the first person view which is a significant performance optimization on all platforms

Rendering quality enhancements

  • First person player avatar is now influenced by environment shadows and reflections for all platforms.

Graphics options for console

  • Added performance and quality graphics presets for each platform. Performance presets prioritize higher framerates and quality presets prioritize render resolution.
  • AMD FidelityFX™ Super Resolution (FSR) up-scaling can be enabled in performance or quality mode

FSR Improvements

  • Reduced blurry artifacts when looking at trees with FSR enabled
  • Improved overall clarity of FSR output.
  • Upgraded FSR version to 3.1.

Bug fixes

  • Game will remain paused (where possible) when opening the bug report window
  • Improved recovery of cases where the player falls through the world due to missing world geometry

Crossplay Frequently Asked Questions

Q: Is Crossplay available for PC & Console players?
A: Currently Crossplay is supported for Unmodified PC Clients running EAC, XBox Series S|X, and PS5 players.

Q: Is Crossplay available for dedicated servers?
A: Dedicated servers are currently unsupported. We are working to support this feature in the future, but currently Crossplay only works in Peer To Peer games.

Q: Why Can’t I find my friend when I search the Savegame Name?
A: You need to search for a player name. Console Players are limited to searching by Player Name.

Q: Why can’t I send game invites cross platform?
A: Game Invites will only work within your platform, and are unsupported cross platform at this time.

Q: My PC friend turned Crossplay on, but I can’t find his game using his User Name, or searching in the Game Browser.
A: Your friend needs to make sure they started their game Client with EAC on, Crossplay on, Player Count needs to be 8 or less, and the World Size Needs to be 8k or smaller. You may need to refresh your search browser, and confirm you are searching in the correct region.

Q: Does Crossplay support mods?
A: No, currently Crossplay does not support mods of any kind. PC players must be running their client in an unmodified state, with EAC on. If the PC Client has had mods installed, they may need to validate their files before playing Crossplay.

Q: Can I use Twitch Integration while playing Crossplay?
A: Yes. It is recommended that the host is the only person using Twitch Integration when using Crossplay. PC hosts can elevate permissions on any of the clients (Twitch Integration requires a permission level of 90) of Multi-Streaming, but Console Hosts cannot elevate permissions to Multi-Stream.

Q: I have an EOS ban. Can I join a Crossplay game?
A: No, Crossplay works through EOS and any EOS bans will result in disconnects.

Q: Why isn’t my console letting me join Crossplay games?
A: You may want to check your Security Settings to ensure Crossplay permissions are enabled.

Q: Can Crossplay work with older versions of 7 Days To Die?
A: No, Crossplay was released in V1.2 and is incompatible with older versions of 7 Days To Die. Crossplay users can only join games of the same version.

V1.2 b27 Changelog

Added 

  • Cross platform block lists 
  • Implemented console Performance/Quality graphics modes, selectable through the video options UI. 
  • New vulture model
  • New rabbit model 
  • New chicken model 
  • Biome spawner delays have a 10% random variation 
  • CRT TV emergency broadcast sound (*enables with light) 
  • Sleeper volumes reset the available spawn points when finding one if they have all been used 
  • Deco manager tree grouping with async loading and work spread out more evenly 
  • Additional flame prefabs to burning Zombies 
  • SFX for nerd outfit extra crafting skill point perk 
  • Missing spark textures for mines
  • Blood moon party maximum active enemy count with increased game stage scaling based on the full count

Changed 

  • Revised first person rendering to use a single camera
  • Disabled the old resolution scaling and enabled FSR in Performance mode on all console platforms
  • Enable RWG menu items for console
  • Allow opening of chat window when communication blocked 
  • Implement show user profile for PS5 
  • Optimized entity effect groups by removing duplicate setters from ancestors 
  • Improved biome entity spawners to run timers independently of counts and better track counts so they can’t spawn over the limit 
  • Re-balanced biome entity spawner counts and delays 
  • Removed sleeper spawning at farthest position ground check if using min script 
  • Improved active sleeper despawning rules to allow more distance and time 
  • Optimized material cleanup
  • Optimized object pooling and containers
  • Optimized chunk wall volume containers
  • Video brightness setting darkens interiors and night when set below 50% 
  • Decreased darkest range of moon light slightly 
  • Helmet light mod to have less range 
  • Optimized FindInChildren 
  • Optimized entity spawning model type lookup 
  • Updated Screamer sounds
  • Solar Cells can no longer be scrapped 
  • Grace is no longer zombie food
  • Optimized vehicles to not use a container object
  • Increased blood moon party distance to add players
  • Re-enabled Game Version display in server browser for console clients

Fixed 

  • Iron Gut does not apply on login 
  • Xbox/PS5 Friends not working in Server Browser 
  • RWG previewer not removing some of the button handlers on close 
  • Server doesn’t log chat sender names 
  • NRE and loss of controls when sign or storage crate is destroyed while writing in it 
  • Copy+paste kills tabs/linebreaks 
  • Error loading prefabs with ExcludePOICulling=true due to outdated ins files 
  • Effect groups do not extend from ancestors in the correct order in entityclasses xml 
  • Vehicle manager respawns vehicles repeatedly if a non vehicle entity has the same id 
  • A biome zombie type spawner could have a permanently disabled timer if they aged out before a player ever killed one (old data is removed and they will start spawning again) 
  • Biome spawners could conflict and use the same status data 
  • Arrow LOD issue zooming in and out while bow is pulled back 
  • No respawn on min script sleeper volumes if entity despawned 
  • Player drop time delay was affected by frame rate 
  • Simple prefabs like part_streetlight_single generated an empty imposter mesh 
  • Chunks being copied to Unity could rarely have the wrong object and block all copying 
  • Primitive outfit has a read/write issue 
  • Occasional Exception and NRE when exiting to Main Menu 
  • Wall volumes were added to chunks they did not overlap and had unneeded padding 
  • Sleeper and trigger volumes were added to chunks they did not overlap 
  • Battery and solar banks beep when relogging 
  • Player placed torches had a duplicate Audio Player 
  • Audio sources with doppler could make squeaks or dropouts on player teleport or world origin shifts 
  • Audio manager would still track many sounds after they were destroyed 
  • Loot abundance settings below 100% would give less loot than it should 
  • Hordestone Twitch Event should not auto respawn. 
  • Tactical Assault Rifle missing reflex sight model 
  • Headgear morphs won’t spawn in when in first person view now. 
  • Drone inventory can roll back as client while using drone healing mod 
  • Drone can’t heal player while on vehicle 
  • First time the drone heals the player after a debuff has been healed, it fails to heal the player 
  • Invisible character when being transported out of trader on vehicle
  • Vehicle camera position glitches when origin shift happens
  • EntityFactory GetEntityType warnings from missing types
  • Fixed XML typo preventing DualSense trigger effect from being identified to be used for zooming with a 2x scope
  • HUD markers flickering positions
  • Prevent the server password window from automatically displaying the platform’s virtual keyboard on open, blocking users from reading the dialog on some platforms
  • Mods that allow selling to non-trader vendors no longer generate NREs due to a trader entity not being present
  • Added fallback particle removals for bleeding and shock particles in status check player buff
  • Prevent NRE when spam clicking a trader to open the quest turn-in window as a client

Version 1.3 Update

We have made significant progress on the Japanese PlayStation 5 version but expect it to go into certification after the holiday break and are targeting a release in January 2025 barring any critical bugs and CERO approval.

Version 2.0 Storms Brewing Update

Our earlier estimates for the timing of the Storms Brewing update were optimistic. The update is going great but we expect it to land late Q1 2025. Although it is later than anticipated the 1.2 features from it will come sooner. Storms Brewing will Include:

  • Full new weather survival system that has unique environmental damage types, remedies and challenges per biome
  • Cross play on Dedicated servers
  • Advanced New Radiated Game staged Zombie enemies
  • Updated Trees for Performance and some new biome looks
  • Updated handheld Drinks and Food Item meshes
  • New Sub Title System
  • New belt message priority system
  • New zombie spawning tool optimization for high tier POIS.
  • New player Wardrobe system that allows player to keep their outfit protection but change their outfit appearance.
  • New Player DLC outfits
  • Twitch Drops
  • A ton of bug fixes, balance, optimizations and quality of life features. Too many to list now.