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Alpha Exodus: Leaving Early Access 04.20.24

Alpha Exodus: Leaving Early Access

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

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

ALPHA EXODUS: The Road to 1.0 (Video)


Have more questions? Look at our comprehensive FAQ below!



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

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

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

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

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

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

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

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


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

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

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

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


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

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

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

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

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

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

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

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

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

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

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

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

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

UPDATE (4/22):

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

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

Thank You from All The Fun Pimps

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

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

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

Mischief Maker Usage 07.21.23

Hey Survivors,

The Mischief Maker Twitch Extension has been monetized by Mischief Maker in a way that is non-compliant with our EULA and therefore results in a copyright infringement of 7 Days to Die by those who use the extension and by Mischief Maker.  

Mischief Maker received written legal notice of the copyright infringement and EULA non-compliance several days before Fun Pimps took action to take down infringing streams using the Mischief Maker Extension.

Anyone who streams through Twitch using the illegal Mischief Maker Extension will be risking a DMCA takedown as well.

The Fun Pimps have always welcomed Mods to 7 Days to Die that do not illegally monetize the game and will continue to permit streaming or video creation on any platform that does not violate our EULA.

The Fun Pimps

A21 Streamer Weekend 06.05.23

Hey Survivors,
We are proud to announce that the ‘Alpha 21 Streamer Weekend’ is finally here. We have partnered with over 190 streamers from 34 countries.

We will be running the Streamer Weekend event from Friday, June 9th starting at 12 pm CST through Sunday, June 11th. Expect a public experimental to follow sometime Monday afternoon June 12th.

Many will be streaming all weekend and giving away Free Game Keys. Check their channels for their upcoming weekend schedules. These are being broadcast in many languages so scroll down to find yours.

A21 Official Release Notes

ActualAzza Australia, English
AzzaFortysix Australia, English
JaWoodle Australia, English
Patrol Nation Australia, English
Viktoriahhh Australia, English

Danu Thuata Austria, German

Azghaaar Belgium, French

Andarilho Brazil, Portuguese
LeoRobertGames Brazil, Portuguese
Zeca Sobrevivente Brazil, Portuguese

CrypticFox Canada East, English
DaphyDuck91 (Not-A-Gamer-Gaming) Canada East, English
GameEdged Canada, English
Genosis Canada, English
KillClynton Canada, English
LittleMonstersTV Canada, English
Lumynestra Canada, English
Nakatron Canada, English
Ottomatik_Gaming Canada, English
Skippy0330 Canada, English
xSgtPepperx Canada, English

J.C.’s Channel Chile, English

Dove.K China, Chinese
huannan5300 China, Chinese
Kevin233 China, Chinese
Survive Survival (生生存存) China, Chinese

CallunaSpitfire Croatia, English

KatsPurr Finland, English
Rasite Finland, Finnish

Franck Miller France, French
Hardstyler France, French
jackplay14 France, French
Tatastrophe France, French
Timour France, French

Cornelius Germany, German
DerValiser Germany, German
EdesLetsPlays Germany, German
Hirnsturz Germany, German
Jack Fleischhammer Germany, German
MrHelm Germany, German
RoyaleWithCheese Germany, English
SolanumForte Germany, English
STENGERTgaming Germany, German
Wautscher Germany, German
ZargoZ Germany, German
ZombyraLive Germany, German
Zoochamp Germany, German/English

iliasGaming Greece, Greek

DerAva Ireland, English
Games4kickz Ireland, English

Aki Piyo (あきピヨ) Japan, Japanese
ibaken-GAMEチャンネル Japan, Japanese
Marugame (まるのゲーム実況チャンネル) Japan, Japanese
Merci Games (めるしーげーむず) Japan, Japanese
MisutoM (ミスト) Japan, English
oukami2929 (おうかみ) Japan, Japanese
Peko P (ぺこP) Japan, Japanese
Play Without Study (勉強ばっかりしてないで) Japan, Japanese
Rokugen san (ろくげんさん) Japan, Japanese
ryo1 game/ゲームチャンネル Japan, Japanese
sanocci_TV (さのっちTV) Japan, Japanese
Survival Gamer Rider (サバイバル系ゲーマーのライダー) Japan, Japanese
Urakage (裏影Projectチャンネル) Japan, Japanese
Yakkyo (やっきょう) Japan, Japanese
Yukkuri com san (ゆっくりこむさん) Japan, Japanese

Kornelius Briedis (forger) Latvia, English

Nadezhi Mexico, Spanish

DD1GG Netherlands, English

NordicRoad Norway, English
SparkleGG Norway, English

Sztakier Poland, Polish

Games’n’Grumble Russia, Russian
Krabo Land Games Russia, Russian
Mr Aleks JackSoN Russia, Russian
Novak1N (Новак) Russia, Russian

Vedui42 Singapore, English

South Africa
JeansGaming South Africa, English
Mr.Reach South Africa, English
OtterLady South Africa, English
SnowBee South Africa, English
Zaffageek South Africa, English

BuckFerndandez Spain, Spanish
charlisin46 Spain, Spanish
Duvries Spain, Spanish
MenosTrece Spain, Spanish
Psiko9000 Spain, Spanish
TekjaGameplays Spain, Spanish
The other galaxy Spain, Spanish
Xacbert 00 Spain, Spanish

Jonah Birch Sweden, English

Namsaknoi (Salty Zombies) Thailand, English

Gangsta Gamer UK, English
Grumbul UK, English
HixxyDubz UK, English
Khaines Korner UK, English
Kraken85 UK, English
Mother0fChickens UK, English
Primate UK, English
Quagmire1428 UK, English
Spanj UK, English
Virtual Farmer UK, English
ZippyTurnip UK, English

Survager Ukraine, Russian

AQuinnie USA, English
Arrican USA, English
Atheenon USA West, English
Aungelecette USA West, English
AviaryLaw USA East, English
Ayreframer USA Central, English
Azillian USA, English
Babzyjae USA, English
BadAimAbby USA, English
Banlish USA, English
BeetleBomb USA West, English
Bittywood USA, English
BlinkBlinkGames USA, English
Blitzfire911 USA, English
BrandyNicole USA, English
CapCorgi USA, English
Capp00 USA Central, English
Casketman20 USA Central, English
CBThaGreat USA East, English
CoinFuryTV USA East, English
Colonel_Frosty USA, English
Combat Nursing USA, English
Copendub USA East, English
Cuda87 USA, English
Danny (TGG) USA, English
DeeSimsYT USA East, English
Ditch USA East, English
EvanAndKatelyn USA Central, English
FailChildJo USA, English
FatalSeductions USA, English
FknMiracles USA, English
Flip_Switch USA West, English
GameSocietyPimps USA, English
Girlthulhu_ USA East, English
Glock9 USA, English
Grabbys USA West, English
GranddaddyGamer USA, English
GrandSpartan USA, English
GunninGamerz USA, English
GunsNerdsSteel USA East, English
HinukanYT USA East, English
HolyXDD USA West, English
ItsEye USA, English
Jason Bulmahn USA West, English
JBMagic USA East, English
justkingdion USA, English
Kage848 USA, English
KardinalZyn USA East, English
kic Gaming USA West, English
KillJoyJessica USA, English
KillshotKitty USA, English
Kismet USA East, English
Kyoslilmonster USA, English
LaurenTheShort USA West, English
LeksiW USA Central, English
LMG USA, English
LuminariaRayne USA, English
Luuva USA Central, English
lyelye25 USA, English
MikeNaiders USA East, English
MistermooseGaming USA Central, English
Miz Tracey USA, English
Mockjay_ USA, English
More2Me4Life USA East, English
Mz_Flexx USA, English
Mz_KoNFliKTeD USA, English
Nerdlette Gaming USA, English
NikachuRay USA East, English
ONE_shot_GURL USA East, English
OwliesaurusRex USA, English
PakrNinja USA Central, English
Papa SmAXE USA, English
PapaNox USA East, English
Park_Jom USA, English
PartiallyRoyal USA, English
pbmack36 USA East, English
PokketNinja USA Central, English
ProLikeChro USA Central, English
Qb1Junkie USA West, English
Remedy89 USA, English
Saven’s World USA Central, English
Scarlett_Ivy_5 USA, English
ShadowFox USA, English
SippyTango USA Central, English
Spartan-85 USA, English
Starsnipe USA Central, English
SunBunnie888 USA East, English
TBFGaming USA, English
th3BeardedBaron USA, English
thatGrandma USA, English
TheLastSeahorse USA West, English
TheOrigamiGuru USA West, English
Trivia Rose USA, English
umshelby USA, English
USS_Sully USA, English
Venttex USA Central, English
WaywardEko USA, English
WhosGamingNow USA, English
Zanthyst Gaming USA West, English

A21 Official Release Notes 06.05.23

Hey Survivors,

It has been a while since our last major release, December 2021 to be exact. For a year and a half, our growing team has been working hard to bring you Alpha 21. This Alpha delivers more polish, optimizations, updates, quality-of-life improvements, new content, new features, and new gameplay systems than ever before. We say it every Alpha, and we will say it again, this is the biggest and baddest version of the game to date.

If you have never played 7 Days to Die or you have not played it for a while, you’re going to want to check out Alpha 21. Pushing hard towards the Gold Version, this impressive mountain of work could only be achieved by the lengthy, iterative, development style we have gone through. The Fun Pimps dream big and know that nothing of this magnitude comes overnight. Building on an already solid foundation, this update sets the bar even higher for the sandbox, survival, simulation, RPG game genre.

We are very proud of the work, passion, and dedication our team has poured into 7 Days to Die and we hope you enjoy Alpha 21 as much as we have.

Please find our Announcement for A21 Experimental and bug report instructions here.

The Fun Pimps Team

Environment Art

The environment team has been heavily focused on the design, production, and implementation of hundreds of new high definition and physically based assets to help the world feel more believable and immersive. Additionally, new and updated shaders add a finishing touch to the environments. Below are a few categories of props that have been updated.

  • Ramp Kits
  • Platform Kits
  • Wall Kits
  • Trader Location Props
  • Military Props
  • Biohazard Props
  • Nature Props
  • Doors
  • Signs
  • Industrial Props
  • Commercial Props
  • Church Props
  • Medical Props
  • Construction Props
  • Furniture
  • Lighting Props
  • Static Vehicle Props
  • Wall art
  • Player Vending Machine
  • Workbench Workstation
  • Forge Workstation
  • Chemistry Workstation
  • Campfire Workstation
  • Hero Loot Containers

Graphic Design Art

The graphic design team has been crafting a large amount of high quality graphical elements that breathe life and storytelling into the world. Keep and eye out for these graphic elements listed below.

  • Food Labels and Posters
  • Calendars
  • Wall Art
  • Schematics
  • Tractor Logo
  • Trader Flag
  • White River Flag
  • Liquor Packaging
  • Magazines
  • Workstation Elements

New Doors

Introducing an exciting range of new doors, including the much-anticipated double doors! These numerous additions bring a level of detail to in-game locations that were previously unimaginable. Moreover, players can now enjoy updated craftable door options, expanding their repertoire of door types to choose from. As an innovative feature, doors gradually deteriorate as they sustain damage, resulting in visible holes that can be utilized for shooting or melee attacks. Be cautious, though, as certain doors may develop holes large enough to pass through without being completely destroyed. Exercise caution and strategize accordingly!

Loot Container Changes

When emptied, smaller containers such as trash bags, backpacks, and bird nests will now be destroyed. On the other hand, larger containers like clothing racks, desks, filing cabinets, and gun safes will transition to an open state once they have been emptied. This update brings a more realistic and immersive experience, as players can observe the visual representation of empty containers while navigating the game world.

World Water

We’ve made visual improvements to prevent water from clipping through semi-solid block shapes, such as thin or rounded wall segments. Under the hood we’ve overhauled water simulation to improve performance, reduce networking traffic, and provide more consistent and natural flow behavior, particularly with respect to large bodies of water such as lakes and rivers.


The game has received an exciting update with the addition of a hazard system. This latest release introduces flame hazards that must be deactivated within specific locations in order to advance on your path. While active, these hazards will unleash intense fire damage upon anyone or anything that dares to approach too closely.


More zombies now utilize the new gore system. 

New & Overhauled Locations

Every Point of Interest (POI) in the game has been improved with the massive amount of new art props and 692 new shapes added to Alpha 21. It is a complete overhaul of the art and gameplay experienced in each location.

  • All Trader locations have been entirely reworked with custom art
  • There are over 75+ pure new questable POIs
  • Most POIs (Nearly 400) now support the new Infestation Quest type
  • New parts & RWG features – Roadside POI spawns
  • Navezgane has gotten a quite a bit of updates
    • Terrain updates
    • New POIs added
    • perishton_city_blk_01 through 05 (Overhauled Tiles)
    • perishton_city_blk_06 (New Tile)
    • perishton_tunnel_01 & 02 (New Remnant)
    • departure_city_blk_plaza (Overhauled Remnant)
  • More than 200 POIs have been added or completely overhauled. And every POI in the game has been updated with new Art and Shapes: Some notable POIs include:
  • Tier 5 POI’s
    • apartments_02 – “Vanity Tower” (New)
    • factory_01 – “Shamway Factory” (Overhauled)
    • house_modern_23 “Dr. Karen Higashi Residence” (Overhauled to Tier 5)
    • hospital_01 (Overhauled)
    • installation_red_mesa (Overhauled to Tier 5)
    • nursing_home_01 – “The Last Sunset Nursing Home” (New)
    • prison_01 – “Navezgane Corrections” (New)
    • prison_02 – “Navezgane County Jail” (New)
  • Tier 4 POI’s
    • bowling_alley_01 “Pineballs Bowling” (New)
    • downtown_strip_04 – “Joe’s Junction” (Overhauled to Tier 4)
    • house_modern_24 “Jeffelon Zuckergates Estate” (New)
    • junkyard_01 “Ecotrash Recycling Center” (New)
    • roadside_checkpoint_01 “NDC Checkpoint One” (New)
    • roadside_checkpoint_03 “NDC Checkpoint Three” (New)
    • roadside_checkpoint_04 “NDC Checkpoint Four” (New)
    • roadside_checkpoint_05 “NDC Checkpoint Five” (New)
    • utility_electrical_co_02 – “Hybrid Energy” (New)
  • Tier 3 POI’s
    • apartments_03 – “The Bend Apartments” (New)
    • army_camp_04 – “Fort Razor” (New)
    • bowling_alley_02 “Ballzstrike Bowling” (New)
    • commercial_strip_03 – “Vick Garrison’s Pedipawn” (New)
    • countrytown_business_11 – “Midway Clinic” (New)
    • countrytown_business_12 – “Jim & Tim’s Bullets and Booze” (New)
    • country_junkyard_02 – “Atlas Metal Co.” (New)
    • commercial_strip_05 – “Elzner’s Emporium” (New)
    • downtown_strip_12 – “NFD Downtown HQ” (New)
    • fastfood_06 – “The Burgcaneer” (New)
    • gas_station_12 “Pass N Gass Plaza” (New)
    • house_modern_26 (New)
    • motel_04 “Greg’s Motel” (New)
    • office_05 – “Tri-Med Group” (New)
    • office_06 –  “Abandoned Office Building” (New)
    • police_station_03 “NPD 3rd Div.” (New)
    • post_office_02 “Post Office #2” (New)
    • radio_station_01 “KZL Radio Station” (New)
    • ranger_station_01 – “Ranger Station Alpha” (Overhauled)
    • ranger_station_07 “Ranger Station Golf” (Overhauled)
    • rest_area_05 “The Road Gentleman Truck Stop” (New)
    • roadside_checkpoint_02 “NDC Checkpoint Two” (New)
    • school_daycare_02 “Poopy Pants City Daycare” (New)
    • store_discount_01 “Three Dollar Store” (New)
    • utility_substation_01 “Hybrid Energy Substation #1 (New)
    • warehouse_08 “Johnson’s Warehouses” (New)
    • weigh_station_01 “Weston Weigh Station” (New)
    • house_modern_27 “Almeida Residence” (New)
    • Diner_07 “Navezgane Falls Diner” (New)
    • House_modern_28 “Pantelli Residence” (New)
    • House_construction_05 “Uninhabited Mansion” (New)
  • Tier 2 POI’s
    • apartments_04 – “The Budget Borrows” (New)
    • bank_01 – “Piggy Bank” (Overhauled)
    • cabin_13 “The Gladue Residence” (Overhauled)
    • cabin_17 “The Engall’s Residence” (New)
    • cabin_18 “Our Best Moments” (New)
    • commercial_strip_04 –  “Smorgasbord Square” (New)
    • downtown_building_04 – “Blaze & Burns Offices” (New)
    • downtown_building_05 – “Bombshell News” (New)
    • downtown_parking_lot_01 – “Downtown Evacuation Point” (New)
    • farm_14 – “Hersh Farm” (New Tier 2)
    • fastfood_07 – “NEW Mamma Pizza” (New)
    • house_burnt_02 (Overhauled)
    • house_modular_04 – “The Wagner Residence” (Overhauled)
    • house_old_tudor_04 – “R. Thornbury Residence” (Overhauled)
    • industrial_business_08 – “P&B Machining Co.” (Overhauled)
    • parking_lot_02 – “Mobile Field Hospital” (New)
    • radio_station_02 “ZMB Radio Station” (New)
    • ranger_station_06 – “Ranger Station Echo” (Overhauled)
    • rural_outdoor_wedding_01 “Bell Lake” (New)
    • roadside_restaurant_01 “The Wagon Diner” (New)
    • school_daycare_03 “Fun-Gi Daycare” (New)
    • store_bakery_01 “Ma Baker & Sons” (New)
    • utility_substation_02 “Hybrid Energy Substation #2 (New)
  • Tier 1 and Remnant POI’s
    • church_02 “Old Creepy Church” (New Tier 1)
    • countrytown_business_10 – “Bobcat Bar” (New Tier 1)
    • fastfood_05 – “Beavers” (New Tier 1)
    • fastfood_01 – “Prowlin Petes” (Overhauled Tier 1)
    • fastfood_02 – “Hurry Harrys” (Overhauled Tier 1)
    • fastfood_03 – “Blue Birdie” (Overhauled Tier 1)
    • house_construction_04 “Deracinated Domicile” (New Tier 1)
    • house_modern_25 “Rosilyn Residence” (New Tier 1)
    • house_modular_05 – “The Gilbert Residence” (Overhauled Tier 1)
    • house_modular_07 – “Spark’s Place” (Overhauled Tier 1)
    • motel_05 “Motel Eight” (New Tier 1)
    • park_02 – (Overhauled Remnant)
    • park_03 – (New Remnant)
    • parking_lot_03 – “ParKing Lot” (New filler)
    • park_basketball (Overhauled Remnant)
    • radio_station_03 “KZZ Radio Station” (New Tier 1)
    • ranger_station_02 – “Ranger Station Beta” (Overhauled Tier 1)
    • ranger_station_03 – “Ranger Station Charlie” (Overhauled Tier 1)
    • ranger_station_04 – “Ranger Station Delta” (Overhauled Tier 1)
    • ranger_station_05 – “Ranger Station Foxtrot” (Overhauled Tier 1)
    • remnant_burnt_09 (Overhauled Remnant)
    • remnant_burnt_10 (New Remnant)
    • remnant_downtown_filler_03 (New Remnant)
    • remnant_waste_18 “Pristine Health” (New Remnant)
    • remnant_waste_19 “Wasted Office Suites” (New Remnant)
    • rest_area_01 (New Remnant)
    • rest_area_02 (New Remnant)
    • rest_area_03 (New Tier 1)
    • rest_area_04 “Buy N’ Go Rest Stop” (New Tier 1)
    • store_grocery_04 – “Moe’s Grocery (New Tier 1)
    • store_grocery_05 – “Boe’s Market” (New Tier 1)
    • store_grocery_06 – “Joe’s USA (New Tier 1)
    • survivor_site_05 – “Mercy Point Camp” (Overhauled Tier 1)
    • survivor_site_06 – “Hog Foot Village” (Overhauled Tier 1)
    • survivor_site_07 – “Camp Carhwal” (Overhauled Tier 1)
    • survivor_site_08 – “The Simmons Shanty” (Overhauled Tier 1)
    • survivor_site_11 – “Cabin Retreat (New Tier 1)
    • utility_substation_03 “Hybrid Energy Substation #3 (New Tier 1)
    • wilderness_filler_01 “Shady Slaughter RV” (New Filler)
    • wilderness_filler_02 “Eerie Echoes Campsite” (New Filler)
    • wilderness_filler_03 “Hermit Hollow” (New Filler)
    • wilderness_filler_04 “Hunter’s Retreat” (New Filler)
    • wilderness_filler_05 “Hermit Hollow” (New Filler)
    • wilderness_filler_06 “Overturned Trailer” (New Filler)
    • wilderness_filler_07 “The Last Cook” (New Filler)
    • wilderness_filler_08 “Lost Soldiers” (New Filler)
    • wilderness_filler_09 “Flesh Feast Falls” (New Filler)
    • wilderness_filler_10 “The Mush Pit” (New Filler)
    • wilderness_filler_11 “Pump Substation” (New Filler)

POI and Biome Difficulty Improvements

When you enter a POI, a HUD pop up will display its name and difficulty tier which is represented by the number of red skulls. These POI names will also appear on the quest text at the trader. 

When you enter a Biome, you will see the biome difficulty represented by the number of orange skulls.

  • Forest – 0
  • Burnt (Navezgane Only) – 0.5
  • Desert – 1
  • Snow – 1.5
  • Wasteland – 2

The overall difficulty of the POI and Biome is represented by the number of Red and Orange skulls combined.

With this in mind, the same POI in the wasteland will be more difficult and have higher game staged enemies and loot than the same POI in the forest.

We also have fixed a bug with party game staging. Parties now work as designed and have balanced game staging to provide a better scaled challenge.

POI Localization

Points of interest (POIs) have undergone localization, receiving easily understandable and relatable names. These new names are not only incorporated into the quest system, but are also displayed on the upper right corner of the screen, above the Quest and Recipe Tracker.

Furthermore, if you backed the Kickstarter campaign and pledged for location naming, you will now have the privilege of having a POI named after you.

Infestation Quests

We have added a new quest type we call Infestation which starts at Tier 2. The system takes a supported POI and adds a +1 to its Tier. In an Infestation Quest, the zombie counts are multiplied to create a greater challenge. At the end, it will reward you with a special loot box, almost always found in the loot room. This left Tier 5 POIs with infestation in a bit of a pickle. Tier 5 POIs as an Infestation Quest, can now be found as Tier 6 difficulty POIs.

Random World Generation Update

Random World Generation (RWG) has gone through the biggest iterative updates to date. We have learned something from every previous version we have done so far. It’s not easy to create something nobody has done before, but we are committed to creating Random Generated Worlds better than anyone on the planet and we think you will agree when you play the latest Alpha 21 Random Gen. 

The latest release focuses on improving RWG speed, visuals, POI placement, and adding new features to enhance the player experience and addressing several bugs.

Many notable improvements include:

  • RWG creation speed has been greatly improved. Generation speeds up to 4 to 5 times faster than before have been seen in some cases.
  • Merging highways between gateway tiles and township rural tiles has been added
  • A new scoring system for prefab pick ordering, xml entries to help control overall placement, spawn weights, and min max counts ensure POI’s don’t repeat too often.
  • Country Tiles have been added which give the rural areas more believable surrounds for POIS to spawn
  • Road smoothing has been greatly improved.
  • A new street tile system that uses an overworld grid to allow for more concise placement of wilderness, towns, and highways.
  • A “New Game” button has been added to the Advanced Generation screen to allow players to immediately play the map they have generated without having to remember the map name.

Chunk Reset System

We’ve added a new advanced game option called “Chunk Reset Time”. Enabling this setting will cause chunks to be reset to their original states when left unvisited for a specified in-game duration. Land claims, bedrolls, and other important player-owned objects such as backpacks and vehicles will prevent nearby chunks from being reset; so you don’t have to worry about your home base disappearing, or logging in to find your 4×4 exchanged for a tree which regrew in its place. However, loot containers and workstations which are not within a protected area can be reset, so players who use this feature must be mindful of where they store their valuables.

In effect, this feature allows previously-visited locations to respawn their loot and recover from destruction whilst the player is away. It also helps to reduce save sizes by clearing out stored data for the reset chunks until they’re revisited.

The setting is disabled by default, but can be configured at will in the Advanced tab of the New Game and Continue Game menus.

Survival Rebalance

  • To enhance the survival experience, water collection has been rebalanced by removing empty jars and cans.
  • Boiled water now requires a cooking pot to craft in the campfire.
  • Most “clean” water and drinks have been extremely lowered in loot.
  • A new Dew Collector workstation has been added to provide clean drinking water.
    • Crafted in the player backpack, players will need to visit a trader to obtain a key component: a water filter.
    • Water is slowly accumulated over time at a rate of approximately 3 jars every 24 game hours.
    • Players can place multiple Dew Collectors
    • DewCollectors must have a clear view of the sky.
      • Bars and other “see-through” shapes are acceptable to be placed above.
  • Drink Vending machines have had quantities increased including specialized drinks.
  • Due to water used in crafting, glue has been increased in loot, quest rewards, and trader inventories.

Crafting Skills System

Crafting unlocks have been moved out of the Perks System and into a new Crafting Skills System. Players will need to read various quantities of Crafting Skill Magazines in order to progress through the crafting tiers. These magazines are found in loot containers, zombie loot bags, air drops, given as quest rewards, or sold by the traders.

The Crafting Skills System solves two issues:
1. Players won’t be able to skip the progression of tool and weapon tiers.

  • Previously, players could max out a perk’s crafting quality unlock with primitive tools and weapons and then instantly craft higher tiers once the materials were found or unlocked. A good example of this would be a stone ax that could be crafted at quality 5, but then iron and steel pickaxes could be crafted at that same quality level.

2. Removes the crafting unlocks from perk classes

  • Players are no longer required to perk into various classes to obtain the unlocks. All crafting skills can be unlocked by all players.
  • The unlocks are removed from perks, however, each level of a perk will give a probability boost to certain magazines. An example would be the perk Boomstick giving a boost to finding more of the Shotgun Weekly magazines. Boomstick will also boost shotguns, shotgun parts, and the various types of shotgun ammo found in loot.

Perk Overhaul

With crafting unlocks moving to the new Crafting Skills System, perks have been overhauled to be more streamlined for each class.

  • Sexual Tyrannosaurus has been moved to each weapon perk. Players no longer have to perk into Strength to get the stamina benefits of ole Sexy T. Want better stamina with clubs? Put perk points into Pummel Pete and keep from getting winded too soon.
  • Flurry of Blows has been moved into each Attribute as a new perk.
    • Perception: Quick and Perceptive – Increases the attack speed of spears
    • Strength: Big and Fast – Increases the attack speed of clubs and sledges
    • Fortitude: Lightning Hands – Increases the attack speed of fists and fist weapons
    • Agility: Whirlwind –  Increases the attack speed of knives
    • Intellect: Calculated Attack – Increases the attack speed of batons
  • Physician perk has gained the ability to treat sprains and give more XP when using healing items. Dismemberment gets a boost with batons on level 4 while level 5 has a chance to instantly kill the target with a stun baton.
  • Master Chef allows players to cook faster with each level.
  • Lock Picking moved to Intellect
  • Grease Monkey grants the ability to use fewer repair kits when repairing vehicles
    • Zombies and animals are now killed nearly instantly when hit by a vehicle, but the vehicle takes more damage than previous versions.
    • Vehicles also take more damage when hitting objects or taking hard landings.

Perk Book Reworks

  • Spear Hunter Vol 3 changed from Steel Spear Unlock to Bleeding Damage
    • Spears have a 25% chance to cause bleeding damage.
  • Spear Hunter Vol 4 changed from Strong Arm to Kill Move
    • Power attacks do 50% more damage to downed targets.
  • Spear Hunter Vol 6 changed from Punctured Lung to Penetrating Shaft
    • Power attacks now penetrate and damage multiple enemies.
  • Spear Hunter Complete
    • Primal Kill: Kills with spears refill your stamina.
  • Automatic Weapons Vol 7 changed from M60 Unlock to Hip Fire
    • Aiming from the hip with greater accuracy can save your ass in close quarters situations.
  • Batter Up Vol 2 changed from Gear to Stealing Bases
    • Sprinting with a club drawn in combat uses 20% less stamina.
  • Batter Up Vol 6 changed from Bat Unlock to Foul Balls
    • Power attacks with clubs have a 20% chance to ragdoll enemies.
  • The Great Heist Vol 3 changed from Timed Charges Unlock to Gold Rush
    • Find 10% more dukes and old cash
  • The Great Heist Complete
    • Find 20% more lockpicks in loot
  • Art of Mining Vol 7 changed from Mining Helmet Unlock to Damage
    • Mining tools do 10% more block damage.

Perception and Spear Overhaul

It is mind blowing how powerful Rifles are now…literally. Pop zombie heads with ease with a boost to head shots when using the pipe, hunting, lever action, and sniper rifles.

The spear has gotten a rework. After much consideration, we decided to make it work like other weapons and exchanged the throw for a power attack. This makes the spear a much better sneak attack weapon and players do not have to worry about losing their fully modded spear when thrown. With the new door damage, spears are the best melee weapons for poking through the holes into pesky zombie heads.

Recipe Tracker

Having trouble remembering that recipe? Well, in Alpha 21, players can track recipes while out collecting resources. Items are tracked in a list shown in the upper right hand side of the screen. When the correct quantities are collected, the items will be highlighted in green. When all items are collected, a tool belt message will appear letting you know the item can be crafted.

Crafting Quality Selection

It’s likely that you’ve encountered a common problem: after gathering the necessary materials and components to craft your tool or weapon, you’ve invested additional points into the relevant skill, only to discover that the newly unlocked quality requires more materials than you currently possess. However, this predicament is no longer a concern, as you now have the ability to choose the desired quality of the crafted item, granting you control over the amount of materials invested.

Loot Balancing

Considerable attention has been devoted to achieving balance in various aspects of the game. This includes fine-tuning the availability of food and water, ensuring quest rewards are appropriately balanced, refining trader inventories to offer a fair selection of items, and the distribution of crafting skill magazines. 

Starter Quest 

The introductory quest has undergone simplification to provide a step-by-step breakdown of the initial stages of the game. Through user-friendly instructions and onscreen assistance, both novice players and seasoned veterans will be effortlessly guided to swiftly accomplish the initial milestones of their gaming experience.

HUD-less Mode

For those looking for a more immersive gameplay, players can now hide the HUD by pressing F7 one time. This mode will now allow players to remove the HUD, but still be able to interact with doors, loot containers, vehicles, and more. Pressing F7 again will change to “picture” mode that hides ALL HUD elements. Pressing F7 a third time will go back to default. 

Spawn Near Backpack

In this latest update, an exciting new feature has been introduced for respawning after death. With an active bedroll, players now have the choice to respawn in close proximity to the location where their backpack is found. This convenient option enables players to swiftly retrieve their lost loot without the need to place a new bedroll, as the primary purpose of bedrolls was not originally intended for this particular function.

Vehicle Damage

  • Vehicle collisions take more damage, but also cause more damage, so repair kits are more relevant to game play.
  • Repair kits repair a fixed amount of damage instead of all vehicle damage
  • New blood splatter when hitting entities
  • Improved ragdoll hits and can cause dismemberment on hit entities
  • Additional spark effects when hitting blocks
  • Improved block collision damage calculations

Wandering Hordes

To promote engagement and encourage players to confront wandering hordes, we have implemented an increase in the chances of loot bags dropping from these encounters. This adjustment aims to incentivize players to actively engage with wandering hordes instead of allowing them to pass by without engagement. Furthermore, an additional improvement ensures that wandering hordes will no longer occur just before the commencement of your blood moon event, providing a more balanced and predictable gameplay experience.

Twitch Extension

We’ve added a new Twitch extension to allow viewers to interact with the streamer without cluttering up the chat. This allowed for the addition of more advanced actions that cost Bits. We’ve also added Presets to customize your integration experience. Custom Events have also been added for Twitch events such as Subs, Gifting Subs, Raids, Hype Trains, and Channel Point Redeems.

Performance & Optimizations

  • Unity version update
  • Window block optimizations
    • All Windows have been converted to shapes which are more performant.
    • Full windows downgrade to broken.
    • Broken and Empty windows upgrade to Full.
    • Only Full windows can upgrade material.
  • Improved prop LOD transition values by adding LOD categories so similar props cross fade at the same distances. They also cull at more relevant distances which improves performance.
  • Trees (adjustments to meshes and settings for better performance)
  • AI can handle more zombies by throttling their activity based on distance to player
  • AI pathing can handle many more paths per second
  • Less memory use
  • A variety of other small performance optimizations

Networking Improvements

  • Greatly reduced network traffic
  • Entities have variable update rate based on distance

There have been a number of improvements and optimizations made for a smoother multiplayer experience. Character animations and ragdolls now sync smoothly while behind the scenes many optimizations have been made to create a more in-sync experience while also greatly reducing the overall network traffic while playing. This includes a new prioritization system that can increase the rate of server updates for specific entities based on their proximity to players.

Server Administration and Multiplayer


The old Web control panel for the server has been removed in favor of a new Web Dashboard. This is the first step of bringing over what has previously been known as Allocs Server Fixes, providing Web based APIs for interacting with the server as well as a browser interface to those features. Compared to the old mod this interface currently lacks all of the APIs that provide information on players.

This new Web Dashboard is currently provided as a mod shipped with the dedicated server version in order to be able to speed up iteration times independently of the actual game releases when improvements are made or fixes integrated.

If you were previously using the control panel to automate server tasks you will need to switch over to the new API system:

  • Normally you define API tokens in the serveradmin.xml or via the ‘webtokens’ command, but you can also define one API token on the command line with the ‘-webapitokenname=x’ and ‘-webapitokensecret=y’ arguments which will define a single token with permission level 0
  • The API endpoint to issue commands is ‘/api/command’. The token name and secret need to be passed as HTTP headers ‘X-SDTD-API-TOKENNAME’ and ‘X-SDTD-API-SECRET’. The request needs to use the POST method and contain a JSON body consisting of ‘{“command”: “command to execute”}’

There are new config options related to the dashboard:

  • ‘WebDashboardEnabled’ toggles the whole system on or off
  • ‘WebDashboardPort’ specifies the TCP port to run the interface on
  • ‘WebDashboardUrl’ should contain the full URL that points to the dashboard, e.g. to a reverse proxy forwarding to the internal dashboard, like ‘https://proxydomain:8000/’. If the server can be reached with its public IP directly this value can be left empty
  • ‘EnableMapRendering’ decides whether the game renders the map tiles to corresponding images that can be seen on the Web Dashboard or used with other tools to get a full view of the discovered game map.

Mumble Positional Audio

Alpha 21 brings support for Mumble’s Positional Audio feature. This means once it is enabled in the game audio settings and in your Mumble client you can play with your friends and hear in which direction they are from your view and get to hear them louder or quieter depending on their distance. Detailed setup instructions can be found on this Wiki page.

Other changes

  • Now allows changing gamepref ServerPassword during an active server session with the SetGamepref console command
  • Added “teleportpoirelative” / “tppr” command to teleport to relative coordinates inside the current POI
  • UserDataFolder and SaveGameFolder now allow paths relative to the game files root (like “MyData/Saves” would refer to the “<game root>/MyData/Saves”)
  • Serverconfig.xml changes
    • Removed options ‘ControlPanelEnabled’, ‘ControlPanelPort’, ‘ControlPanelPassword’
    • Added: ‘WebDashboardEnabled’, ‘WebDashboardPort’, ‘WebDashboardUrl’, ‘EnableMapRendering’ (see text above)
    • Added: ‘AllowSpawnNearBackpack’ – lets players choose to spawn near their backpack on death if enabled
    • Added: ‘MaxQueuedMeshLayers’ – Memory vs chunk generation time tradeoff
    • Changed: ‘AirDropMarker’ defaults to enabled now
    • Changed: ‘DynamicMeshLandClaimOnly’ defaults to true now
    • Added: ‘MaxChunkAge’ and ‘SaveDataLimit’ (see section on the new Chunk Reset System)

Modding Notes

  • Game updated to Unity 2021.3.19
  • Updated HarmonyX to 2.10.0
  • Added a popup to the main menu when mods with custom code were found during loading but EAC is active
  • Added support for ModInfo format v2. It is recommended to migrate mods to use that format as this will be a requirement later on. Format specification
  • Support for new XML patch operation “csv”:
    • Manipulate elements like tags
    • Requires attribute “op” being either “Add” or “Remove”
    • Optional attribute “delim” containing a single character. If not specified defaults to comma “,”. Has to match the delimiter used in the list you want to patch
    • Text of the element specifies the value(s) to add or remove, separated by the same delimiter specified
    • Remove supports wildcard in the beginning and/or end of the name, so a name can be e.g. “ammo*” to match all names starting with “ammo” instead of an exact match
    • Adding does skip names that are already in the patched list, e.g. patching “sight,movement,melee,bullet,arrow,rocket” with adding “player,bullet” would only add “player”, not “bullet” as it is already in the old list
  • Block class PlantGrowing with IsRandom set to true:
    • Now works in unloaded chunks
    • ‘PlantGrowing.GrowthRate’ property defines the mean value
    • New property ‘PlantGrowing.GrowthDeviation’ is a factor defining the min/max deviation from mean. Defaults to 0.25
  • XUi Credits controller now supports loading custom credits XMLs. Also supports multiple templates for categories/credit lines
  • News controller now supports loading custom newsXMLs. Also supports limiting to specific platforms or device types and entries that only show up once the date+time is met
  • Changed code loading:
    • A single DLL can now have multiple IModAPI implementations
    • Multiple DLLs are supported for IModAPI and game classes
    • All DLLs from all mods are loaded first before iterating classes so that mod load order does not affect resolving referenced types across multiple mods
  • Console command ‘exportcurrentconfigs’ now opens the dump folder in the explorer
  • New console command ‘damagereset’ to repair all blocks in a POI
  • Game command line argument ‘-quick-continue’ allows bypassing the main menu and directly continuing with the last played save
  • Game launcher now supports the new arguments ‘-logpath <folder>’ and ‘-forceeac <on|off>’
  • Game launcher now supports the new argument ‘-skip-launcher’ to not show it even if it would be shown by default (e.g. because of its “Show launcher everytime” option)
  • World’s prefabs.xml is now always saved with y-offset based positions when using the world editor so that changes to the ground level height in prefabs does not require changes to worlds using them
  • Quests above tier 5 no longer show as tier “I” but instead use the correct roman number
  • Localization files are tested for a valid header line and show appropriate errors
  • XUi texture view with local texture file no longer fails when the full path to the texture contains a ‘+’ or ‘#’
  • XUi detection of style references vs strings just starting with “[“ and ending in “]” was fixed so that e.g. an text attribute can have values like “[FF0000]Red text[-]”

Changes for mods with custom code doing custom I/O:

We’ve replaced direct usage of System.IO classes such as File and Directory throughout the codebase with custom classes named with an “Sd” prefix (shorthand for “save data” – and/or “seven days” if you prefer). The new classes are SdFile, SdDirectory, SdFileInfo, SdDirectoryInfo, and SdFileSystemInfo. Mods should also switch to using these when accessing any user data or save data (it is okay to use standard File IO for other data though). Also some guidelines:

  • Make sure to not hold the streams open for too long.
  • Keep file sizes small if possible.

Reasons for this change include:

  • To facilitate a future backup feature that is active during writing, which should assist with power loss during writes resulting in corrupted data, the trade off being additional writes to disk and higher memory usage. Persisting to disk will happen some time after closing the stream.
  • Support for saves on other platforms (e.g. consoles). Some platforms require writes to happen within a certain window and some platforms do not provide standard File IO for saves, but have key-value storage only, both of which we have to abstract over.

Changelog including b324:


  • Screenshots are automatically copied to clipboard in addition to saving to file (Windows only) 
  • Prop LOD group culling has 7 categories, each with a common distance and all props get this calculated 
  • Block LODCullScale which adjusts the calculated value 
  • Prop LOD groups are all set to crossfade 
  • Cement mixer rotates when crafting 
  • Biome entities will despawn when a close dead player respawns away and no living players are in the area 
  • Vehicle particleOn, particleDamaged, particleBroken properties 
  • Bicycle crank sparks at high damage and loses chain and smokes when broken 
  • Motorcycle on/damaged/broken particles 
  • 4×4 on/damaged/broken particles 
  • Players staying in the area of a tier1+ POI have reduced detection by biome spawned enemies 
  • Opening the shapes selection window the first time starts with the basic shapes filter selected 
  • Players can float up higher out of water if moving into a low slope or plate block 
  • Lower swim speed when exhausted 
  • Allowed sprint swim in all horizontal directions 
  • Players slide around while standing on AI entities 
  • Forge tools are shown based on tools in slots 
  • Forge flames are bigger and brighter when crafting
  • Added ability to override the upgrade of the new shape based windows 
  • Debug menu adjusts to screen resolution 
  • Debug menu adjusts with UI size 
  • Transparent broken glass for block shape windows 
  • Gfx resetrev console command 
  • GlassCracked.mat and textures for abandoned vehicles glass 
  • StoreGlassCracked.mat for props with broken glass 
  • Remove sound capability from action sequence block adds 
  • Twitch Creator Goal support for the Custom Events 
  • Property to disable the auto creation of channel point redemptions. 
  • Twitch Bit Price Discount option 
  • Parse Localized String option for DynamicProperties 
  • Streamer Only targeting for Twitch Actions 
  • Allow selecting offline mode when EOS servers give unexpected errors 
  • Roadside Tile Support 
  • Shapes menu supports favorite shapes 
  • Terrain Tool size adjust sensitivity changes with size 
  • Terrain Tool shrink mode (secondary action) 
  • Terrain Tool grow mode is 4x sensitive with shift key 
  • Terrain Tool grow (was add) will use a selected block by alt clicking, shows name on status bar and for non terrain blocks will simply add them 
  • Terrain Tool grow and shrink can be undone 
  • World entity activity throttling system 
  • AI spawn max allowed is increased for blood moon and sleeper volumes 
  • Wandering hordes have a bonus chance to get loot bags from a few of the enemies 
  • Option for no advanced RWG generation map preview 
  • Reworked Prefab Properties window. Now also covers PrefabTags, added QuestTags and DifficultyTier 
  • New Twitch Bit Actions 
  • Leaderboard Stats for Twitch 
  • More “Trolly” bit actions that streamers can opt into 
  • Explosion kills can trigger buff effects 
  • Network workaround option for rare MP disconnect / desynchronization issues related to routers with MTU issues 
  • Autoshare quests in parties 
  • Multiplayer Party UI Sounds 
  • ItemActionDynamic Range property instead of hardcoded 2 
  • Twitch Presets for Actions, Votes, and Events 
  • Reflection probe updates when camera turned 
  • Reduced reflection probe intensity when reflected shadows are off 
  • Prefab list shows localized POI names as tooltip, debugshot shows localized (english) POI names 
  • Inline water check with area on stamp creation 
  • AllIsWater check as opposed to OverlapsWater check for various logic 
  • Ability to turn on/off gateway spawns in a township 
  • Line breaks to Robotic Drone description for better formatting 
  • FallingBlock, fallingTree and item to entityclasses xml 
  • Entityclasses xml UserSpawnType  None, Console, Menu 
  • Warnings when prefabs in a world are placed outside the world bounds 
  • Mutated zombie projectile radiation pools cause brief radiation damage to player 
  • F3>Player now also shows coordinates relative to the currently surrounding POI 
  • Support for biomes.xml bloodMoon weather values and added values for the 5 biomes 
  • Ragdolls from death have a short time they can still collide with vehicles 
  • Vehicle hits can cause dismemberment 
  • The vehicle driver is awarded some XP for killing entities 
  • Vehicle blood splatter when doing high damage collisions with entities 
  • Vehicle sparks on bigger self damage hits 
  • Cabin_17 (T2  clear, fetch, infested) (Earl)
  • Vehicles are repaired 10% by repair kits and each level of Grease Monkey adds 10% 
  • Location UI anchored at top right above quest tracker 
  • New commercial door variants (Single/Double) with window and handles on both sides 
  • New perks to each tree that govern how fast your attack speed is 
  • Prefab Editor: Copying block to toolbelt copies damage state 
  • Updated lightLOD script with a toggleable option to match emissive material colors to the light color 
  • Gamestage modifier for Biomes and Quests 
  • Twitch Hype Train Custom Event Support 
  • Quest Hints for the Quest Tracker to help with the starter quests. 
  • ParticleEffect supports attaching to body parts 
  • AI corpse targeting randomly ignores corpses if an existing target 
  • Apply status buffs when disabling AI/Animations 
  • Trader “Reading Materials” category for books, magazines, and mod schematics 
  • Zombie corpse eating blood particles 
  • POI editor Sleeper XRay shows all sleeper blocks (dark) if no volume selected 
  • BlockSleeper SpawnMode and if infested then sleeper volumes ignore those when POI not infested 
  • Sleeper r <group name> sets override on all volumes 
  • EntityCoverManager, Update cover manager to reserve and then use cover positions. 
  • AI dodge task and anim controller support 
  • Dodge added to bandits 
  • Party SFX and Twitch SFX 
  • Control zoom sensitivity (mouse) decreases with the amount of camera zoom in 
  • Control zoom acceleration and control settings option 
  • Traders will automatically add custom waypoints to the map. NPCInfo modified to include a localizationID field that is used to fetch the localized name of the trader to label their waypoint (configured via npc.xml)
  • Graph console command and removed graph commands from gfx 
  • Zombies will eat animal corpses 
  • AI eating corpses does corpse damage 
  • The map and compass now support displaying your three previously dropped backpacks 
  • Twitch Donation Sound 
  • Player swimming exhaustion when stamina is zero 
  • Player swimming run increases stamina use 
  • Out of stamina message when stamina reaches zero 
  • Gyro Pitch Up and Down to the Brake and Hop control localization 
  • GameEntityTintMaskSSS double sided shader with tint mask subsurface scattering support 
  • Player swim up boost when feet on ground 
  • Missing xml file for part_logs_set POI that was causing an NRE in RWG generation 
  • Twitch Custom Events for charity donations for streamers 
  • Quest Objective for game event 
  • Player crouching makes you swim down 
  • Falling block starts with random angular velocity 
  • Explosions set falling block velocity and spin 
  • Creative Menu block/item xml name to tooltip 
  • Wait actions for game events based on Requirements. 
  • Prefab Editor Thumbnail Guide 
  • Street Tile system that uses an overworld grid to allow more concise placement of wilderness, towns, and highways 
  • GetHeight function to prefabs to get the height at a given position within the prefab 
  • Distance “runup” that will help control the direction that a highway connects to a township’s gateway  
  • Specific draw method for biome stamps 
  • More threading for more items to help keep the generation speeds down 
  • New game button to generation to allow players to immediately play the map they have generated without having to remember the map name 
  • Base code to have roadside intersections  
  • Occlusion tracks skinned renderers 
  • Props changing to a worse damage state will play sound and particle on an optional FX object 
  • Plate Counter Square Hole to the shape menu for use with Gas Stove 
  • End Twitch Cooldown action and spawning a flock of vultures 
  • Player hands can interact (E) with water in the world to drink murky water 
  • Added new “agemap” console command: outputs debug texture displaying chunk age/protection/save status 
  • World editor improvements for visual ease of use  no fog and no biome specific spectrums 
  • Clear button added to text fields 
  • Tiered infested loot containers to all POI’s flagged with the infested quest tag 
  • SquareSpiral console command that has the player traverse the world chunkbychunk in a square spiral in fly and godmode 
  • Simplified entitygroups xml format 
  • Added new “expiryinfo” console command; logs chunk coordinates and expiry day/time for the next [x] chunks set to expire 
  • Se console command has an optional count parameter, player id of 0 uses the local player and updated help 
  • Missing localization for buffEnforcerCriminalPursuit 
  • Kickstarter backer names to POI’s 
  • Added forced culling of saved chunk data on servers based on a configurable save data storage limit  disabled by default; can be enabled via a new “savedatalimit”/”sdl” console command 
  • Block xml “shapes” attribute if not “All” will only make shapes with a matching “tag” attribute 
  • Wall Volumes for level design to block areas they don’t want the player to move to 
  • Utility Store Crate random loot helper to be used in mechanical themed areas 
  • Ragdoll action scaleY param for vertical hit control 
  • Server browser now shows warning when results hit the search limit 
  • Sleeper Volumes can now be triggered by the BlockTrigger system 
  • BlockShapeNew can have transparent sides with opaque sides 
  • Preview mesh can show transparent part of combined block mesh 
  • Region reset console command. Allows resetting chunk data for individual regions or the entire map, with an option to include or skip chunks which are currently loaded/synced. 
  • Max chunk age console command. Allows specifying how long an unsynced chunk is allowed to remain dormant in save data (measured in ingame minutes) before it will be automatically reset/cleared. 
  • Trigger Volumes for the Block Trigger System 
  • Info Volumes for Entering POI Message System 
  • Volume tab to Level Design Tab 
  • Destroy_on_close option to not destroy container if not empty 
  • Block DowngradeFX property 
  • Allow to block incoming text/voice chat from individual players through the player list 
  • New button in console window to open the folder with the log files 
  • Blocks with MeshDamage can trigger the destroy event when entering and have another repair list for leaving the final damage state 
  • Block shape mesh data sharing 
  • Zombie dog electrocution animation 
  • Block xml command dropextendsoff 
  • Block MeshDamage entry of  allows for no damage mesh 
  • Block stage 2 health 
  • Sleeper draw console command
  • Item and block EconomicSellScale to adjust individual sell price 
  • Cooking pots and grills to trader inventories 
  • Crawler zombie move speeds for walk, run and feral 
  • Workbench and cement mixer makes activity heat when crafting
  • Workstations reset activity heat delay when moving back in time
  • FPS cap in the main menu so we don’t hit extreme rates


  • Wrench, ratchet and impact driver don’t play harvest hit effect 
  • Sleeper volumes skip past spawning when max server sleepers reached 
  • Adjusted video object quality setting to have less variation 
  • Removed extra wood damage boost from normal shotgun shells. Use breaching slugs for this purpose. 
  • Disabled trader’s controller so it won’t move them 
  • Disabled traders being hit 
  • Turned on Airdrop markers by default 
  • Increased supply crate smoke on ground to 4 minutes 
  • Debug menu starting position to not overlap menu buttons and adjusts to screen resolution 
  • Debug menu dynamic music lines to start with DM 
  • Debug menu World Entities to show local animal, bandit and zombies counts 
  • Optimized mesh tangent calculation 
  • Updated graphics default preset detection for recent GPUs 
  • Optimized terrain voxel mesh array handling 
  • Optimized water voxel mesh default array sizes and the adding of mesh data 
  • Updated BlockUpdates.csv with conversion of many props and shapes for the POI modding community. This should catch a large portion of use cases, but there may have been issues such as new size or rotation that didn’t allow for a 1:1 replacement. These items will have to be hand swapped by modders.
  • Updated damage decal normal map and albedo textures 
  • Modified Game/Overlayed_TA shader to multiply decal albedo instead of overlay 
  • Improved chunk opaque shader to overlay blend the damage texture and use correct tangents for damage normal map 
  • Sleeper volume spawning includes game stage of other players in the POI 
  • Improved terrain decal mesh gen to process less data 
  • Improved voxel mesh array handling 
  • Improved car block ground alignment 
  • World global ambient balance to prevent strong upward ambient lighting in Burnt Forest biome 
  • Updated toolTerrainModelerAdminDesc with new control tips 
  • Switched graphics SSR reflections to a new system and added Ultra setting 
  • Switched graphics SSAO effect to Multi Scale Volumetric Obscurance which performs and looks better 
  • Marking an item as favorite in the creative window no longer switches back to page 1 
  • Improved Terrain Tool sphere to be rim lit, brighten the terrain overlap area and show a yellow ring around overlap 
  • Terrain Tool shows green for grow and red when shrinking 
  • Terrain Tool works at longer distance 
  • Command getlogpath now runs on the client and has a default permission level of 1000 
  • Terrain Tool remove mode to shift + secondary action 
  • Set PoliceCar.mat Emissive Multiplier to 0 until this is wired up in code 
  • Updated player skin shader with SSS translucency and emissive for improved skin shading 
  • Improved distant terrain info memory handling 
  • Setup all random loot helpers with Loot Class so they are counted properly as loot containers for balancing POI’s 
  • Improved jiggle performance 
  • Prefab Editor POI Browser list is now left justified for easier reading 
  • Updated all bladed tools/weapons with a damage boost to zombie corpses for easier removal. If they are NOT alive and have the tag walker or crawler, they will get the boost. Animal and gore harvest does NOT receive the boost. 
  • Tweaked DMS to allow combat music to bypass the “daily time allotted” frequency limit and play immediately in threatening situations.
  • Moved spawn menu camera raycast 2 meters higher when player is in vehicle 
  • Lowered spawn menu destination y offset to .25 
  • Moved MicroSplat shaders, mat and data to TerrainTextures bundle so build is smaller 
  • Updated the Console Window to use the UGUI framework for improved memory performance 
  • Memory optimisation; rotated prefab instances now share cell data rather than holding unique copies. 
  • Standardized player door HP values and crafting recipes 
  • Improved Grace material and texture settings 
  • Master Chef Level 1  Use 20% less of a recipe’s main ingredients and cook 40% faster 
  • Master Chef Level 2  Adds a chance to find meat in dumpsters and cook 60% faster 
  • Master Chef Level 3  Use 40% less of a recipe’s main ingredients and cook 80% faster 
  • Physician Level 1  Splints and Casts cure sprains instantly 
  • Physician Level 1  Treated Critical injuries heal 15% faster 
  • Physician Level 2  Treated Critical injuries heal 25% faster 
  • Physician Level 3  Treated Critical injuries heal 50% faster 
  • GetStreetTile uses random order pick for prefabs that do not have a min/max count 
  • StreetTile Wilderness POI spawn now retries a few times when it runs into an issue 
  • Cleaned up UsedPrefabsWorld order of operations 
  • Order of operations on wilderness poi spawning and path/terrain smoothing 
  • Master Chef reduced from 5 levels to 3 and unlocked at Strength levels 1, 4, and 7 
  • All food related crafting recipe times increased 400% (i.e. Meat Stew 1:15 is now 6:15 without perks, 0:47 with perk maxed) 
  • Removed acid ingredient from Can of Sham recipe 
  • Can of Sham recipe is now only 1 craft at a time with a much lower craft time 
  • Charismatic Nature increased from 4 levels to 5 and unlocked at Intellect levels 5, 7, 8, 9, and 10 
  • Charismatic Nature level 1  Allies/Party members naturally regenerate 50% faster (cannot be starved or dehydrated) 
  • Charismatic Nature level 4  Allies/Party members find 10% better loot 
  • Charismatic Nature level 5  Allies/Party members find 20% better loot and receive +1 to all attributes 
  • Vehicle hit damage from entities to be the inverse mass ratio 
  • Adjusted vehicle health (decreased except for 4×4) 
  • Increased vehicle collider bounciness 
  • Improved vehicle hit forces on ragdolls 
  • Repair kits restore a fixed amount of vehicle heath 
  • Greatly increased vehicle block damage and self damage 
  • Improved vehicle block collision damage calculations 
  • Reduced the probability of zombie bears that can spawn during the Game Stage 38 zombie animal wandering horde 
  • Increased vehicle block, terrain and entity damage given and received by various amounts 
  • Optimized RWG stamp drawing 
  • Optimized RWG water map cleanup 
  • Optimized RWG SmoothStreetTiles 
  • Optimized RWG water map creation time 
  • Recipes for regular robotic turret ammo use lead instead of iron. AP uses half iron and half lead. 
  • Optimized RWG smooth road terrain, improved smoothing method and does many more passes 
  • Revised DynamicMesh system to operate on individual chunks instead of whole prefab clusters. Improves performance, reduces memory and disk space usage, and should improve stability.
  • Optimized imposter generation speed 
  • Improved prefab bulk console command 
  • Improved AI finding screamer spawn position 
  • Reduced the price of Grandpas Forgetting Elixir and made them sellable to traders 
  • Grandpas Forgetting Elixir has a low chance to be found in T5 loot chests 
  • Rabbits, Chickens, and Snakes now give 5 bones with axes, knives, and steel knuckles 
  • Localization and display values of Grandpas Moonshine to better align with buffs received 
  • Updated the colliders on stairs.fbx to prevent players and zombies from snagging on them when passing through doorways 
  • Players now start with 2 jars of water 
  • Improved blood moon, screamer and wandering AI finding spawn locations 
  • Basic light bulb recipe now requires a headlight in the recipe 
  • Improved AI corpse eating positioning 
  • AI corpse targeting to have less range and last longer 
  • Removed Reading Materials from the Mods category in trader inventory 
  • Removed Traps from the Tools category and moved active traps to Science and passive traps to (NonTrader) Building 
  • Removed “Building” category in trader inventory and moved items/blocks to Science or Decor 
  • Removed “Chemicals” category in trader inventory and moved items/blocks to Science 
  • Reworked trader inventories to provide a better mix of items for sale 
  • Removed resourceCobblestones from the basics tab of the crafting menu to showcase the dew collector on page one 
  • Removed wire tool from science category so it only shows in tools category and to prevent duplicates showing in trader inventories 
  • Removed legacy save migration code that moved saves from documents to appdata. 
  • Hunter’s Journal vol 7 now refers to humanoids and zombies 
  • Improved zombie corpse eating to target belly and move smoother 
  • Reworked all tool and weapon tier bonus and random stats to prevent crafting overlap between quality tiers  
  • Improved PassiveEffect xml parsing 
  • Improved White River and Trader flag albedo and alpha clip 
  • Removed attacks per minute penalty from melee tools and weapons 
  • Removed random attacks per minute from melee tools and weapons 
  • Removed random stamina loss from melee tools and weapons 
  • Removed random magazine sizes from ranged weapons 
  • Removed random rounds per minute from ranged weapons 
  • Sleeper volume counts allow decimal scaling 
  • Sleeper console command to have list/listp parameters and help 
  • Moved sleeperreset console command to sleeper r 
  • T3 chests are now 5000 HP and T4 chests are now 7500 HP 
  • Moved Lock Picking skill to Intellect 
  • Craftsmanship Perks renamed to General Intellect Perks 
  • Updated White River Flag with new design 
  • Updated cloth shader with alpha clip for frayed flag edges 
  • Control sensitivity UI increments to .01 
  • Spear Master Power Attacks have a 20,40,60,80 and 100% chance to slow enemies. 
  • Strong Arm: Renamed to Primal Kill: Kills with spears refill your stamina. 
  • AI being hurt always switch if current target is dead 
  • Adjusted AI target/corpse settings 
  • Increased mutated zombie damage 
  • Mutated zombie ranged attack is a higher priority and triggers at a longer range if target unreachable 
  • Implemented LandClaimExpiryTime check in GameUtils.CheckForAnyPlayerHome (used for triggering SleeperVolumes and checking POI lockouts). This makes land claim expiry behavior more consistent across all systems. 
  • Spawner gamestage xml will spawn nothing if current GS less than first GS 
  • Renamed spawnwanderinghorde console command to spawnwandering (spawnw) with b for bandits and h for horde 
  • Wandering enemies do not spawn near or just after a blood moon 
  • Moved backpack position tracking from PlayerDataFile to PersistentPlayerData and allowed tracking of up to three backpacks. Navigation UI still points to the most recently dropped backpack, but can now fall back to the next in line after the most recent one has been collected or destroyed. The tracked position is also now updated when a backpack moves from its original location. Note: Tracking will not be maintained for any existing backpacks in save data created prior to this commit. 
  • Rule One Cardio affects swimming run 
  • Adjusted Grace’s attack range/damage, health and experience 
  • Updated localization for cloth shape description 
  • Set ignore_loot_abundance to true for several important loot containers such as loot room chests, store crates, safes, air drops, mailboxes, and more to prevent empty loot when playing with lowered loot settings 
  • Improved road asphalt textures 
  • Boosted the headshot damage of all rifles in a tiered zombie fashion (i.e. A headshot with a no perk no mod pipe rifle will 1 shot 1 kill an Arlene, but not a Thug, Soldier or Biker) 
  • Cleaned up swimming and head in water handling 
  • Separated handling of player camera and head in water 
  • Rewrote entity and camera in water checks 
  • Improved water shader to show surface when under water 
  • Adjusted player water height that starts swimming 
  • Improved player swim movement (speed based drag) 
  • Increased player swim speeds 
  • Mutated Zombie xp is now 400, 750, and 1200 for regular, feral, and radiated 
  • Recipe for green drawer now crafts Steel Wall Cabinet and requires more ingredients 
  • Optimized Chunk SetBlock 
  • Improved Block “has child parent” error logs 
  • Re-added the missing Shamway safe to factory_lg_01 
  • Removed brewery safe and associated loot lists as they were not used. The schematic that was found in this safe is now part of the A21 crafting progression unlocks as well. 
  • Explosion falling block spawning rate to every x instead of random 
  • Falling block mass, drag and cube collider scale 
  • World global ambient balance 
  • Creative menu sorts when no filter set 
  • Reduced boar and dog large collider lengths, so they get stuck less 
  • Cleaned up AI stopping pathing 
  • Reworded perkGreatHeistGemsLongDesc to reflect the actual loot items that can be found 
  • SpawnTrader block is now using the female mannequin model and icon for easier placement 
  • Localization for spawnTraderDesc now shows the keyboard shortcut for selecting the trader 
  • Hooked up waterPurifier mod with a buff to prevent losing health when drinking murky water or with hands 
  • DescriptionKey of Candelabras since they are no longer setup as lights 
  • Tile objects are now selected based on the exits set on individual street tiles 
  • Order of operations when creating the world to enable ability to make the most of out of the free space by doing terrain features AFTER townships 
  • District layout is now more accurate 
  • Wilderness POI spawning is now controlled on a per tile basis allowing us to keep wilderness prefabs a decent distance from each other 
  • Cleaned up animal anim controller sleeper handling 
  • Item actions with Hitmask_override support all values and combinations 
  • Added missing water stat to sham chowder 
  • Improved occlusion settings 
  • Increased occlusion render precision 
  • Improved occlusion depth culling 
  • Improved explosion dismemberment to handle multiple body parts and corpses 
  • Updated garbage_decor1 harvest from paper to cloth to better match the new artwork visuals 
  • Updated garbage_decor2 harvest from paper to polymers to better match the new artwork visuals 
  • Corn on the Cob is now Grilled Corn, requires the cooking grill, but no longer requires boiled water 
  • Yucca Juice is now unlocked with the food crafting skill magazines and requires a cooking pot to craft 
  • Murky water does 5 health 
  • Boiled water requires a cooking pot 
  • Prices at food/candy vending machines are now the same as base trader prices (markup changed from 1 to 3 to match trader) 
  • Traders no longer sell seeds, bones, meat, vegetables and other food crafting ingredients in bundles of 5 
  • Removed 5 water stat from Corn Bread 
  • Concrete Mix sold by traders is now governed by trader stage (unlocked at TS20 with the workbench and cement mixer) 
  • Added MaterialHitpointMultiplier to the broken sidewalk shapes to match other broken/destroyed shape hit points 
  • POI safes now downgrade to open versions when empty  
  • Removed BlockShape IsTransparent so only the Block’s Collide “sight” matters 
  • Prefab inside data to smaller memory format 
  • Removed plant class from treeAzalea since they are just deco, don’t have a growth cycle, and to prevent IOOR errors when they are used in POI’s 
  • Yucca juice now requires 1 water and 1 yucca 
  • Removed drinks from cabinets and cupboards 
  • Removed “clean” water from most loot 
  • Tea, coffee, and yucca drinks are now very rare in most loot groups 
  • Removed drinkJarPureMineralWater from water coolers and jugs 
  • Blue “water” barrels are no longer lootable 
  • Adjusted vehicle loot to no longer skip T0 tools and weapons 
  • Reduced the amount of gas found in loot 
  • Removed obsolete blocksA16PrefabConversion.xml from the project 
  • Lockpicking is the default action for pickable chests 
  • Reduced all drinks found in loot by 50% 
  • Reduced all clothing found in store loot 
  • Optimized block rotation calculations 
  • Converted Speed Tree 8 shader from metallic to specular to prevent backlit sun luminance due to close range shadow clip 
  • Updated book bundles with new book names 
  • Optimized occlusion shadow caster handling by skipping when initially added 
  • Heavy armor UI template to show new armor values 
  • Removed <property name=”Stairs”/> from shapes.xml as it is no longer needed
  • Se console command spawns .3 higher 
  • Kill console command will not kill entities spawned during the kill loop 
  • Updated Window Store shape set to prevent Z-fighting 
  • The Great Heist completion perk now lets you find 20% more lockpicks in loot rather than unlock lockpick crafting. 
  • Set Culling Mode to Always Animate on chainlinkFenceDoorPrefab 
  • Removed path grid drop down not connecting if solid block 
  • The Great Heist completion perk now lets you find 20% more lockpicks in loot rather than unlock lockpick crafting. 
  • The Great Heist vol 3 Timed Charge to Gold rush: Find 10% more dukes and cash in safes 
  • Disabled the extension of the IsTerrainDecoration property on bookshelves to prevent Z-fighting when placed on terrain 
  • Block upgrade/downgrade names created from shapes to only add :shapeName if no : in name 
  • Volume 3 Steel spears now adds a 25% chance to cause bleeding damage.
  • Added Position field to PersistentPlayerData. Existing save data is not compatible after these changes. 
  • Adjusted ragdoll min/max angles 
  • Art of Mining completion perk now grants 20% more ore instead of 20% more damage. 
  • Art of mining vol 7: Mining tools do 10% more damage instead of unlocking mining helmet crafting 
  • Book perk Batter Up Gear is now Batter up Stealing Bases: Sprinting with clubs in combat uses 20% less stamina 
  • Modified save data format for decorations (trees) to differentiate between those which are generated or dynamically placed. Existing save data is not compatible after these changes. 
  • Timestamp data in region files is now stored as total in-game minutes that have passed since world creation. Existing save data is not compatible after these changes. 
  • Laundry, store shelves/coolers/freezers/produce/gun rack, coffins, caskets, file cabinets, shoe/pant/shirt/book piles, medical cabinets, medicine cabinets, utility carts, and ammo displays are now using destroy_on_close=”empty” and DowngradeFX 
  • MaxRepeatRate set to 0 for refrigerator running sounds 
  • CntCoffinWildWestStack and cntCoffinWildWestLeaning are now non-lootable props 
  • Removed the audio component from the Street Lamp Classic Prefab (was using the FridgeLP sound) 
  • Improved ragdoll to animation blending 
  • Reduced delay between a chunk being changed and those changes propagating to the visual mesh 
  • Reworked quest reward vehicle bundles to guarantee one of the major vehicle components 
  • Adjusted EnemyAnimalsForest night spawn to reduce nightly meat delivery 
  • Optimized zombie animation state transitions 
  • Removed empty jars, empty cans, fishing weights, trophies, candle sticks, and door knobs from loot 
  • Removed the action of getting a jar or can back after eating/drinking 
  • Removed the ability to scrap food items 
  • Doors now give scrap brass instead of door knobs with Wasteland Treasures Vol 5 
  • Most recipes now use water instead of murky water 
  • Removed jars and cans from recipes 
  • Removed snowball murky water recipe 
  • First Aid Bandages use Bandages instead of cloth 
  • Removed xml settings for projectile collisions on candelabra 
  • Adjusted colliders on all sectional furniture block prefabs to help prevent projectile issues 
  • Adjusted colliders on coffee table shape to help prevent projectile issues 
  • Cleaned up zombie anim sleeper transitions and cripple/leg triggers 
  • “Boiled Water” to “Water” and updated other references to the boiled version 
  • Updated xml for all perk books to fire the 7/7 completion event sound only once 
  • Updated all mushroom variants with new art and icons 
  • Wires now hide when you are not holding the wire too 
  • Water purifier mod description is more accurate 
  • Updated pipeSmallBlockVariantHelper with new small pipe color variants 
  • Improved BlockShapeNew rotation conversions 
  • Removed BlockShapeNew unused rotations from mesh arrays and get mesh functions 
  • Updated the old tv recipes into one tv block variant helper recipe 
  • Workbench recipe now uses duct tape and nails instead of the hammer and wrench 
  • Reduced spare tire shine 
  • Removed medicalBandage, medicalAloeCream, and medicalSplint from the medical crafting skill as they are unlocked by progression
  • Rebalanced mailbox loot to give a better mix of the “day 1” perk books and skill magazines 
  • Added stability support to 5×4 door to allow building on top (Raner)
  • Updated perkArtOfMiningLanternLongDesc to say mining helmets instead of mining hats 
  • Added movement tag to collide property for both weapon bags 
  • Updated some localization mistakes that were confusing Japanese players 
  • Removed tags that allowed ranged weapon mods to be installed into the Robotic Drone 
  • Updated the collider on endTableLamp to allow harvesting while aiming at the lamp itself 
  • Updated several blocks to use dropextendsoff to exclude the harvest and destroy drop event parameters of an extended block 
  • Removed admin pistol kick and spread 
  • Removed camera shake from actions if kick is zero 
  • Wood door to use a single AudioPlayer 
  • Updated adobe_tan block material 
  • Secure wood door to have a  state and stage 2 health of 1, so frame is left 
  • Updated adobe_peach block material 
  • Animation polish pass for vulture, slightly adjusted skinning on lod0 
  • Updated drywall_creme block material 
  • Updated granite block material 
  • Updated granite_black block material 
  • Reworked survivor_site_01 with new layout and artwork 
  • Updated block plaster material 
  • Updated business glass, bulletproof glass, and glass opaque to support new transparent shader 
  • Updated materials and properties to support new transparent shader 
  • TextureAtlasBlocks to support GMER texture porting to specular when baking transparent atlas 
  • Updated blocktextures.xml to use glass opaque 2, and removed glass opaque due to legacy formats and locked meta’s 
  • Added alpha cutoff support to Entity Tint Mask shader 
  • Removed Legacy ControlPanel 
  • Description of snowballs to reflect they can be thrown to distract zombies 
  • Refactored XmlPatcher to allow adding new patch types easily 
  • Network prioritization now applies to players in close proximity 
  • Canceling the quest accept screen from the trader takes you back to the quest list 
  • Add property to exclude players from nearby targeting for game events 
  • PerkLivingOffTheLandCrafting recipe and progression boosts now properly setup for 3 levels instead of 5 
  • Added a Take All option for output on workstations 
  • Sleeper volumes to respawn regardless of current count and only be cleared when nothing to respawn
  • Renamed sleeper list console commands to list/listall
  • Improved player progression handling of received network data
  • Adjust default land claim count to 3
  • Zombie eyes with E_BP_Eye tag have SkinnedMeshRenderer rootBone set to the head so bounds follow
  • Lowered the stack size of cooking pots and grills to 3 
  • Reduced AI attack position estimation 
  • Reduced attack range and damage of short zombies 
  • Reduced attack range of crawler and spider zombies 
  • Ask user for confirmation before opening URLs in the browser
  • Armor crafting Tier 3 now uses the military fiber icon since Tiers 1 and 2 use cloth and leather
  • Increased vehicle transition time between max speeds
  • Increased bicycle, minibike, motorcycle and 4×4 coasting
  • Adjusted bicycle, minibike, motorcycle and 4×4 max speeds and torque and turbo now increases torque
  • Lowered bicycle, minibike, motorcycle and 4×4 reverse speed and torque
  • Disabled bicycle and minibike reverse turbo
  • Adjusted mod slot counts on all tools and weapons to allow a standard linear progression between tech tiers
  • Adjusted all tool and weapon entity and block damage values to allow a standard linear progression between quality levels and tech tiers


  • Exception in thread ChunkCalc with IOOR WorldDecoratorBlocksFromBiome 
  • Mods can be used from toolbelt 
  • Exploit with turret camera view can be used as an xray machine 
  • Vehicle audio transitions play multiple at once, overlap and don’t play audio for terrain collision for passengers 
  • Code was using lowercase Bullet_material property making auger, chainsaw and junk sledge use wrong hit effects 
  • Colors for party members are now applied to their map marker on clients 
  • DecoManager GetDecorationsOnChunk DecoObject NRE 
  • Terrain mesh generation could reuse old vertices or invalid indices 
  • Vehicle placement preview has headlights on 
  • Game crash while riding on a vehicle can pull players towards the vehicle 
  • Docks_04 collapses when you or a zombie walks on it 
  • Wall hugging on traders causes teleport 
  • Burning barrel has lighter smoke particles now 
  • ShiftClicking Items Into TileEntity and Disconnecting Causes Item to be Lost 
  • Various vehicle item dupes 
  • Getting kicked, disconnecting, crashing, force closing, or a P2P game session Exit while a player is in a vehicle inventory with freshly placed items in it, the items will be lost. 
  • TileEntityPoweredBlock cast error if missing 
  • Closing workstation UI triggered 5 modifies which each sent a network update 
  • Each workstation update was sending network data while idle 
  • Apply rare ragdoll velocities rigidbody NRE 
  • Hostile animals run forward while electrocuted from stun baton 
  • Left hand knuckle weapon disappears if camera is locked while in 3rd person 
  • Too many Frame Shapes in one chunk breaks it 
  • Zombie loot bag drop attempts are triggered on chunk load 
  • Bloodmoon zombies spawn too slow with multiple parties 
  • Sounds not playing through Game Event Belt Tip action 
  • Game Event Variables not handled correctly for Loops and Decision statements 
  • BlockHealth Action can now remove custom amounts of health 
  • TeleportToTarget action now can teleport others to the target instead 
  • Client can not join a Prefab Editor session when the loaded prefab is too small 
  • Large custom made prefabs can overlap other POI’s 
  • Part spawning always picks the same part 
  • Two people lockpicking the same container can cause a bug 
  • Player names were still showing above their heads with GUI disabled 
  • Potentially unnecessarily high traffic from AutoTurretFireController audio broadcasting 
  • Disappearing trees on quest POI reset 
  • “Assertion failed” Error when activating Rally Point Marker 
  • Reflex sight for the Tactical Assault Rifle doesn’t work 
  • Fixed performance spikes when layered music plays in the dynamic music system 
  • Parts with different casing in name won’t spawn in RWG 
  • Falling trees did not remove occlusion tracking it 
  • No Item Passive Effect should include placing blocks 
  • Screamers shouldn’t spawn during Boss Hordes 
  • Optimized the twitch teleporting 
  • Twitch Boss horde icons not showing for clients correctly 
  • Large custom prefabs in RWG wilderness throws AOOR 
  • Advanced RWG with Pine Forest set to 0% causes no spawn points 
  • Spacing on Twitch “Do not allow” entries 
  • Passive_effect match_all_tags comparing tags in reverse order 
  • Japanese localization mistakes for Robotics Inventor perk descriptions level 25 
  • All turrets target supply crates 
  • Blocks stacked very high on top of POI’s are partially immune to quest resets 
  • Inactive bedrolls are not removing from quest POI’s 
  • Pressing Tab+Escape at the same time breaks the GUI 
  • Some zombies used old feral eye material/shader 
  • Japanese localization uses gigolo points 
  • Japanese localization mistakes for Robotics Inventor perk descriptions 
  • Black lines and dots on shiney materials 
  • WorldBlockTicker dropping scheduled ticks for blocks in loaded chunks where the neighbor chunks are not loaded 
  • If a 4×4 or gyrocopter is reduced to 0hp by zombies, they can’t be blown up and grant XP per hit 
  • Credits already scrolled up the first time opening them 
  • Players could interact with sliding door frames 
  • Chainsaw/auger not restarting idle sounds after refueling 
  • Motorcycle back wheel sphere colliding and bouncing off curbs excessively 
  • Sometimes Blood Moon fog density is too thick 
  • Some “unlit” store signs are brighter than others 
  • Zombies who die from walking through a fire from a molotov now awards EXP for the kill 
  • Second player harvest blood splatter sound and effect is delayed 
  • Several firearms have an issue with the left hand pinky 
  • RWG biome image saved multiple times while waiting 
  • Punching arms are flipped from 1st to 3rd person 
  • Pain Tolerance lvl 1 prevents bleed damage
  • File path exception after Dynamic Meshes folder is manually deleted on standalone platforms whilst the server is running. 
  • Changing ammo types while reloading weapons desyncs animation 
  • Visual duplication to chickens and rabbits while a sleeper volume is highlighted 
  • Supply crates can be killed by falling trees 
  • Player feet poke through the 4X4 
  • Block stick chance should be zero in trader protected areas to prevent griefing of falling blocks 
  • Blank menu after backing out of password prompt in server browser with ESC 
  • Mod Attachment Indicator icon doesn’t update in real time when switching between items 
  • Player isn’t always seated properly on gyrocopter 
  • UMACharacterBodyAnimator assignLayerWeights calling Animator many times 
  • Mod Attachment Indicator icon doesn’t update in real time when switching between items 
  • Imposters having stray terrain geometry 
  • AI pathing may fail if large height difference to target 
  • LightLOD script now updates all emissive materials instead of just one 
  • If a client passenger is killed in a vehicle, they fail to respawn (P2P) 
  • Item bundle Random_item_count property not giving the proper count 
  • Wandering AI would often not spawn due to end position being too far 
  • Water can be exploited to avoid blood moon hordes entirely 
  • It is possible to receive Tier Complete rewards twice.
  • Can no longer accept a new quest without turning in the previous one 
  • Block destroy and impact particle prefabs having some bad life times 
  • Armor functions at 0 durability 
  • Turning in quests at trader closure Null Ref/game break 
  • Placing sleeper blocks did not apply volume color 
  • Sleeper selection boxes color issues after save/load 
  • Pressing escape after using the radial menu to select Trader on a trader with a completed quest breaks the trader GUI 
  • Dedi : Issues with having 2 fetch or clear quests at the same time 
  • DropallOnQuit doesn’t cancel Crafting Queue on Exit 
  • Turning in quests at trader closure Null Ref/game break 
  • Double consumables usage 
  • Armor functions at 0 durability 
  • Chainsaw issues with harvesting rabbit/chickens 
  • Buried supply quest does not show circle on GLCore 
  • You would not attach to ladders while swimming and feet off ground 
  • Issue that wouldn’t allow Treasure Hunter perk from increasing quantities in treasure chests 
  • Issue that wouldn’t allow the barbed wire mod to apply the bleeding buff to other players 
  • Sexual Tyrannosaurus killing blow stamina bonus not granted 
  • (Retroactive)  Weather spectrum visuals now properly syncs to clients in networked games 
  • (Retroactive) Various animation blends have been smoothed out for network clients 
  • Set decal normal map texture type to normal 
  • Player trying to crouch walk up a ladder usually did not attach to ladder 
  • Player swimming up with jump was very slow 
  • Adjusted collider on tire_stackPrefab to allow projectiles to pass around them better 
  • Adjusted collider on monitorKeyboardMousePCPrefab to allow projectiles to pass around them better 
  • Reloadentityclasses console command being unrecognized 
  • Falling block rotation was not set to match source block 
  • Falling block would sometimes appear after a delay 
  • Falling block used wrong height check for skipping damage when below entity head 
  • Player can camera clip underground 
  • POI remains locked when client activates quest then disconnects prior to completion 
  • Error when trying to edit a world shipped with the game on the Xbox release 
  • Added a collider to the front of the motorcycle to prevent them from getting stuck in/on other objects 
  • End table lamps can be used to x-ray exploit
  • Wood particle effects cause lag 
  • Added destroying the block game event when the event fires 
  • Block Game Event did not know who triggered it 
  • Adjusted the vault hatch door collider to prevent players from getting stuck 
  • Water is only visible from a medium distance while in underwater bases 
  • Player can’t loot anything after POI reset while in loot container 
  • Several mods were missing materials that wouldn’t allow them to be scrapped 
  • Adjusted colliders on old chair to allow projectiles to pass under them 
  • Adjusted colliders on several duct prefabs to allow projectiles to pass by them easier 
  • AI animals could get stuck moving when trying to jump at something above them and switching to look task 
  • Fixed bug that caused dedicated servers to process updates more frequently than desired 
  • Level Tools 2 tab in the prefab editor doesn’t show correctly the the first time after loading the editor 
  • Gameevents can now target any entity instead of only players 
  • Harvest bar stops decreasing after power attack 
  • Workstation overflow into inventory halves output quantity 
  • Adjusted face assignments to prevent hiding faces and other shape cleanup of the wedge narrow shape set 
  • Vending machine does not shock with Robotic Sledge 
  • Shocking vending machine and spear problem 
  • Typo for ductStraightSideCentered localization 
  • Typo in questRewardBonusArmorBundleDesc 
  • Falling block models spawned without block tint color 
  • Player spectators triggered sleeper volumes 
  • Adjusted the colliders on signNoParking and signHandicapParking to prevent odd behaviors 
  • Adjusted the y by .07 on pickupTruckPrefab and suvPrefab to prevent the tires from clipping too much into the ground/blocks 
  • Animals not using sleeper pose 
  • Entities visually turning when spawned 
  • Zombie sleepers visually sliding upwards when spawned 
  • ProjectileMoveScript collision forcing NotMoveable when overriding 
  • Vehicle preview gets stuck at end of placement range 
  • Vehicle placement motion was not smooth 
  • Vehicle placement could show as red when initially at a good location 
  • Several glass blocks are visible in fog 
  • Cleaned up Z-fighting on picture_frame and picture_frame_filled 
  • Renamed all references to stripper zombie to party girl in gameevents.xml 
  • Crippled legs would prevent dismemberment 
  • Dev terrain tools’ sphere can get locked into origin repositioning in other game sessions 
  • Twitch repair buffs do not work while on a vehicle 
  • Adjusted the colliders on the pool table prefabs to allow projectiles to pass over/under 
  • No more using Twitch Bloodmoon right before night time 
  • ItemActionEat detection of water, renamed Condition_raycast_block to BlocksAllowed and use block names 
  • Added <property name=”WaterFlow” value=”permitted”/> to several ladder type blocks and shapes to prevent them from acting as air underwater when falling 
  • Players with non latin characters in their Windows user profile are unable to start game through the game launcher 
  • Gun impact particles shown on lakebed instead of surface 
  • Removed upper case from text electrical trap kills in advanced engineering rank 5 to be consistent with other ranks. 
  • God mode doesn’t prevent death in MP (client) 
  • Issue with wedge narrow rail shapes hiding faces on some rotations 
  • Tier 2 chest in Tier 1 fastfood_01 
  • Tier 2 chest in Tier 1 diner_03 
  • Sawmill_01 quest loot visibly clipping into vent 
  • Spot on the roadside in Navezgane that isn’t finished
  • Zpacks root y position was not at bottom 
  • Path grid drop down connections now ignore checking of lower block’s sides
  • EAC crashing the game on macOS Monterey 
  • Using Grandpa’s Fergit’n Elixir will no longer reset character level to 1
  • Using mousewheel to cancel hunting rifle reload skips reload timer 
  • AI pathing issue in house_old_victorian_01 by replacing the Stairs Filled 1/4 blocks on the right side of the pantry door with Cube 1/2 Corner blocks 
  • School Bus (short/regular) models have stretched 2d textures on the inside of the doors 
  • Melee hit ragdolls moving in an old direction 
  • XUi FilledSprite view not properly updating on position changes 
  • PartSpawn in POI Marker doesn’t pull parts from mod folders 
  • Block placement overlay frame was drawn under the block’s transparency 
  • Decoration placement logic behaved differently between the first load of a map versus subsequent loads. 
  • Voice comms fail for player who was voiced in multiplayer party who then leaves game to main menu then rejoins game and party 
  • Voice chat fails to initiate for latest joiner to the party 
  • EAC error after entering server password 
  • Reenabled player reporting 
  • Removed Volumes from F6 Spawn Menu 
  • Reorganized buttons in Level Design Tab 
  • Updated collider on tilt trucks to allow projectiles to pass through the sides 
  • Updated collider on Dog House to allow projectiles to pass over the roof 
  • Updated collider on concrete_destroyed06 and concrete_half_destroyed06 to allow projectiles to pass over destruction 
  • Updated colliders on several fence shapes to allow projectiles to pass through them 
  • Crawler and spider zombies standing when getting up from ragdoll 
  • FormatException error when party invite is sent to a player with ‘{‘ or ‘}’ in name 
  • Missing comma in gameevents.xml for action_sequence “buff_greyscale” 
  • Crawler and spider ragdolls shift back when blending out 
  • EntityAlive updating which block it is in could use a child block value 
  • Zombie attack animation hit timing and improved blend choices 
  • Consumables used but not granting benefits when quickly switching tool belt selection and opening/closing inventory 
  • SI issue with shipping container in gas_station_11
  • SI issue with shipping container in store_hardware_01
  • Adjusted colliders and added xml movement to prevent player clipping into candelabra 
  • Added missing radiated tag on zombieBusinessManRadiated and zombieUtilityWorkerRadiated 
  • Potted plants can now be repaired with clay 
  • Sleepers spawning on blocks that exclude their walk type would create then unload it 
  • Zombie dance anim state delay and early loop 
  • Removed clipping mesh on back side of 45 MPH Speed Limit Sign 
  • Laser dot does not show when zoomed with a scope 
  • AI long pathing in complex POIs can hang all pathing 
  • Floating anomaly high above canyon in navezgane 
  • Using mousewheel to cancel magnum reload skips reload timer 
  • Missing paint in house_old_tudor_04 
  • Z fighting on a door trim in house_old_modular_02 
  • House_old_modular_04 is in need of a quick exit 
  • Remnant_house_16  mispainted texture behind chimney’s painting / Updated w/ new props 
  • Loot windows will take all items (‘R’) even if an input field is focused 
  • House_old_gambrel_04  mispainted textures in “kids” bedroom’s shelves. Replaced front door foor red front door, set some sleeper volumes  to active 
  • Corrected some Japanese localization typos 
  • The treeDeadPineLeaf looks too white when the brightness setting is turned up high 
  • Turned off normal flipping in Speedtree 8 shader causing incorrect vertex normal lighting 
  • Optimize Oak Trees for Improved Performance 
  • Set all trees to LOD shadow casting and remove shadow casters to improve performance 
  • Server configs allowing different size maps other than the supported ones 
  • Zombie dogs not shocked by electric fences 
  • Cleaned up Book perk logic 
  • Updated colliders and meshes on several stairs with railings to help AI navigation 
  • Adjusted the colliders on road railings to allow crawlers to crawl/path under them 
  • Adjusted meshes on siding_burnt03 and siding_burnt04 to prevent Z-fighting 
  • Adjusted meshes on siding_burnt05 to prevent Z-fighting 
  • Added missing comma to Penetrator perk to allow it to work with spears 
  • Adjusted the collider on Pole1m_open to allow projectiles to pass through them 
  • Updated the mesh on concreteDestroyed01 to prevent gaps when adjacent faces are hidden 
  • Smoothed sharp edges on inside of plate_corner_round_1m 
  • The albedo on the material for signRoadDestinationsWest was pointing to the wrong texture (was Albuquerque instead of Phoenix) 
  • Adjusted colliders on drawbridge hydraulic arms preventing placement of blocks across the top while in the closed position 
  • Traders now generate items based on the supplied list, not the amount of items needed 
  • ActionTimeChange now uses a start point to base the offset on 
  • Fixed the rotation on newspaper dispenser 
  • Updated rubble cement pile to not clip through blocks below 
  • Zombie dog is running too slow  adjusted blend tree so the animation plays at full play rate 
  • The wrench, ratchet, and impact driver are using the incorrect animation for harvesting.
  • Not all bleed debuff have the bleed particle effects 
  • AudioPlayer Play adding RootTransformRefEntity when not an entity 
  • Second player harvest blood splatter sound and effect is delayed 
  • A typo that allowed the open variant of apartment mailboxes to be lootable (param vs param1) 
  • Knife harvest can easily hurt other players if they are standing within a block and 1/2 of you 
  • Unable to complete achievement Handy Man 
  • Replaced ZombieDog with updated skinned mesh, animations, animator controller 
  • Updated description of Cooking Pot 
  • As a client on P2P or Dedi, if a Trader or vending machine has 2 copies of a magazine for sale, you can buy 3 using the W key.
  • Selling less items than the bundle size will no longer give you a negative amount.
  • Pipe Rifle laser sight is invisible
  • Excessive SS reflections on blue selection zblock
  • Heavy lag for the host when a P2P client starts downloading the world
  • Excessive Player spawn distance from trader
  • Default Difficulty settings are different for SP/P2P and Dedicated servers
  • Workstations can be picked up while smelting or crafting items losing all materials involved when doing so
  • Zombie attack can break after receiving fall damage
  • Changing prefab properties in Prefab Editor does not add save indication asterisk

TwitchCon 2022 09.13.22

The Fun Pimps are happy to announce that we’ll be participating as an exhibitor at TwitchCon 2022 – San Diego!

We will be promoting a brand new twitch extension with exciting new features, coming in Alpha 21. Some of you may have already seen in Prime’s Twitch.tv streams! Our new Twitch Extension for 7 Days to Die aims to make it easier than ever before to help or harass your favorite streamers. Viewers can spend free points (or even bits) to interact with their favorite streamer. They can help or hurt you with zombie spawns, debuffs (or buffs), and unique game events that you cannot experience outside of Twitch viewership including: homerun derby, bucket heads, and more!

Stop by the booth and say hello to our wonderful development team, get an early look at the Twitch extension in action, find out how to get some new 7 Days to Die swag, or win big with the cosplay contest!

Sign up for the Extension Demo Experience

We’re hosting signups for Twitch streamers to try out the extension at our booth! If selected,  we’ll assist you in setting up your Twitch account to stream with the new extension. Each demo experience is projected to last anywhere from 20 minutes to 1 hour.

7 Days to Die Cosplay Contest

We’re hosting a large competition for all of the talented cosplayers out there in our community! Come show off your expertise in crafting the finest of costumes, and have a chance to win fantastic prizes! All participants will at least win a runner-up prize!

For official rules and details regarding the contest see the section below.


  • Cosplay must be related to a character or enemy in 7 Days to Die.
  • Cosplay must match TwitchCon’s established guidelines on appropriate behavior.
  • You must be present to take a photo at the TwitchCon 2022 booth, and provide information so that we can reach out after judging. No entries from outside of TwitchCon San Diego will be accepted.


1st Place: MSI RTX 3090 TI (Approx. $1,339.99 Value)

2nd Place: Dream Stream Setup (1 x Elgato Stream Deck, 1 x Elgato FaceCam (Premium 1080p60 Webcam,1 x Elgato Wave:3 Microphone, 1 x Elgato Key Light; Approx. $729.93 Value)

3rd Place:  Elgato Stream Deck (Approx. $209.99 Value)

All Runner Ups:  7 Days to Die Steam Key, and 7 Days to Die Key Art T-Shirt  (Approx. $54.98 Value)

New Merchandise!

We’re debuting two new items that will soon be listed on our Amazon Store – a newly designed T-Shirt and branded lanyard! And as a special surprise, if you visit our booth, you might be able to win these items for free!*

*Visitors will be required to provide information and, if interested, engage in the “TFP Dance”. An example of the dance will be provided. Any and all free merchandise is only available while supplies last at our booth. One per visitor.

7 Days to Die – TwitchCon 2022 – San Diego Cosplay Contest Rules

  1. NO PURCHASE OR PAYMENT NECESSARY TO ENTER OR WIN.  MAKING A PURCHASE DOES NOT INCREASE CHANCES OF WINNING. The following contest is only intended for participants located in the United States of America who are 18 years of age or older and have reached the age of majority under the laws of the jurisdiction in which they reside. Further eligibility restrictions are set out in Section “3. ELIGIBILITY” below. Do not attempt to enter the contest unless you are eligible. This promotion shall be governed by the laws of the United States of America, to the extent permitted in each applicable jurisdiction, as further explained in Section “17. CHOICE OF LAW AND COMPETENT COURT” below.
  • DESCRIPTION. The “7 Days to Die TwitchCon San Diego 2022 Cosplay Contest” (the “Contest”) takes place onsite at TwitchCon San Diego, which is currently scheduled to take place between 7 and 9 of October 2022 in San Diego, California (“TwitchCon San Diego”). To enter, eligible Entrants (defined below) must be present at the booth during the aforementioned time that the convention is occurring. By participating in the Contest, each Entrant (as defined below) unconditionally accepts and agrees to comply with and abide by these Official Rules and the decisions of The Fun Pimps (the “Sponsor”), whose decisions shall be final and legally binding in all respects. The Contest will flow as follows:
  • SUBMISSION PERIOD. The Submission Period begins at 9:00 AM Pacific Time (“PST”) on 7 October 2022 and ends on 9 October 2022 at 5:00 PM PST (the “Submission Period”).
  • Submission Judging: Submissions will be judged on an on-going basis throughout the Submission Period and immediately following the Submission Period. Eligible Contest submissions will be evaluated by an independent Sponsor-selected judging panel according to the Judging Criteria set forth in Section 6. No formal announcement of winners will be made at TwitchCon San Diego.
    • Winner Announcement: Winners will be announced between 10 October 2022 and November 30, 2022. All winners will be privately contacted prior to announcement.
  • ELIGIBILITY. This Contest is open only to individuals located in the United States of America at the time of entry and who are at least eighteen (18) years old and have reached the age of majority in their respective jurisdiction of primary residence at the time of entry (“Entrants”). Entrants must possess valid identification to be eligible for this Contest. Entrants must travel to TwitchCon San Diego, and be present at the “7 Days to Die” booth, to be eligible to win this Contest. Each Entrant must have a valid Twitch account; Twitch accounts are free and may be obtained by logging on to www.Twitch.tv and following the onscreen prompts to create an account. In the event of a dispute as to the identity of a winner, the winner will be deemed the natural person who opened the Twitch account associated with the relevant entry, as long as such person is otherwise eligible.
    • Employees, shareholders, officers, directors, agents, and representatives of the Sponsor, any fulfillment coordinator, and each of their respective parent companies, affiliates, divisions, subsidiaries, agents, representatives and promotion and advertising agencies are not eligible to participate in the Contest. Immediate family and household members of such individuals are also not eligible to participate. For purposes of the Contest “household members” shall mean those people who share the same residence at least three months a year and “immediate family members” shall mean parents, step- parents, legal guardians, children, step-children, siblings, step-siblings, or spouses.
  • HOW TO ENTER. During the Submission Period, come to TwitchCon San Diego with your cosplay or costume and show up at booth #3213 (7 Days to Die/The Fun Pimps). Bring identification, your twitch.tv username, and an email and/or phone number suitable for contact. The exhibitors at the event will ask for your consent to having your photo taken for use in social media promotion, as well as for the purposes of the judgment period. All entries are limited to (1) per eligible person; you may not enter with multiple costumes.
  • SUBMISSION REQUIREMENTS. Submissions must adhere to the following requirements:
  • Cosplay must be, in some capacity, related to the 7 Days to Die videogame, to be judged at the discretion of the Sponsor.
    • Cosplay must be the original creation of the Entrant and the Entrant must personally create the majority of the Cosplay, in the Sponsor’s sole estimation.
    • Cosplay must have been created within the 12 months immediately prior to the Submission Period, and Sponsor reserves the right to require evidence to demonstrate this.
    • Submission must be in compliance with Twitch’s Terms of Service, Community Guidelines and Events Code of Conduct and Release. Failure to comply may result in disqualification from the Contest.
    • Submission must NOT contain material which is (or promote activities which are) sexually explicit, obscene, pornographic, unnecessarily violent, discriminatory (based on race, sex, religion, natural origin, physical disability, sexual orientation or age), cultural appropriation, illegal (e.g., underage drinking, substance abuse, computer hacking, etc.), offensive, threatening, profane, or harassing.
    • No functional weapons are allowed at TwitchCon. You must disclose to Twitch if your submission will include weapons to ensure your weapons comply with Twitch’s requirements.

Note that simulated or costume weapons that are composed of cardboard, foam, wood or other light materials are allowed as a part of your costume, subject to prior approval by one of the Costume Props Check Desks where it will be tagged. All costume weapons must conform to state and federal law.

  • Entrants must use only one (1) Twitch account throughout the Contest Period.
    • Entrants must provide upon request all appropriate clearances, permissions and releases for the Submission (in the event an Entrant cannot provide all required releases, Sponsor reserves the right, in Sponsor’s sole discretion, to disqualify the applicable Submission, or seek to secure the releases and clearances for Sponsor’s benefit, or otherwise allow the applicable Submission to remain in Contest). In particular, if any Submission contains any material or elements that are not owned by the Entrant, the Entrant is responsible for obtaining the necessary permissions to permit the use and exhibition of the Submission by Sponsor in the manner set forth in these Official Rules, including, without limitation, name and likeness permissions from any person who appears in or is identifiable in any part of the Submission. Sponsor reserves the right to request proof of these permissions in a form acceptable to Sponsor from any Entrant at any time. Failure to provide such proof may, if requested, render such Submission null and void. By entering a Submission, Entrants warrant and represent that they, along with any persons appearing or who are identifiable in the Submission, consent to the entry and use of the Submission in the Contest and to its use as otherwise set forth herein.
    • Submission must NOT include materials that violate or infringe another person’s rights, including, but not limited to, privacy, publicity or intellectual property rights.
    • Submission must not contain negative depictions or references to or disparaging remarks by or about any third party including but not limited to the Sponsor, the “Released Parties” (as defined below) or any of the products and/or services of any of the foregoing, Sponsors’ competitors, or any other people, media properties, businesses, corporations or trademarks.
  • SUBMISSION JUDGING. 3 Winners (1st, 2nd, and 3rd) will be selected by a panel of judges appointed by the Sponsor (the “Judging Panel”). The Judging Panel will score all eligible Submissions timely received during the Submission Period on the following criteria (“Judging Criteria”):
  • Choice of 7 Days to Die Character and Accuracy to Character
    • Overall Quality and Aesthetic Detail
    • Functionality of the Cosplay
    • Effective Use of Materials, Craftsmanship

The three (3) Submissions with the highest scores per Category will be placed accordingly to the agreed upon ranking set by The Judging Panel. If any potential Winner is found to be ineligible, or has not complied with these Official Rules or declines to be a Winner for any reason, such potential Winner will be disqualified and an alternate potential Winner may be selected. The decisions of the Sponsor and the Judging Panel are final and binding in all respects and are not subject to challenge or appeal and there will be no correspondence between the Entrants and the Sponsor/Judging Panel in relation to decisions.

  • PRIZES. 3 Winners (1st, 2nd, and 3rd) will each be rewarded the following prizes

corresponding to their placement, as well as runner ups for all eligible entrants:

  Placement  Prize Description  Est. Value
  1st Place1 x MSI GeForce RTX 3090 Ti 24GB GDRR6X Graphics Card  $1,329.99
    2nd Place”Dream Stream Setup” 1x Elgato Stream Deck XL 1 x Elgato FaceCam (Premium 1080p60 Webcam) 1 x Elgato Wave:3 Microphone 1 x Elgato Key Light    $729.93
  3rd Place  1x Elgato Stream Deck XL  $209.99
All Eligible Runner Ups1x 7 Days to Die Steam Key 1 x 7 Days to Die Key Art T-Shirt  $54.98
  • Finalists will be subject to all rules and regulations of TwitchCon San Diego attendees as set forth by Sponsor. Failure to abide by them may result in forfeiture of the prize. Upon any prize forfeiture, no compensation will be given.
    • Winners will be contacted via the information they provided at TwitchCon San Diego, and will have three (3) business days to respond.
    • If a prize goes unclaimed or a potential Winner is ineligible, does not comply with the requirements in these Official Rules and/or declines the prize for any reason prior to award, such potential Winner will be disqualified and a new Winner will be decided in accordance with Section 7.
  • PRIZE LIMITATIONS. The approximate retail value for any prize represents Sponsor’s good faith determination thereof and is final and binding and cannot be appealed. Each prize recipient is solely responsible for all federal, state, provincial, territorial and/or local taxes and withholdings, and for any other fees or costs associated with the redemption of a prize. All prize details are at the reasonable discretion of the Sponsor. Prize winners cannot assign or transfer a prize to another person. Except as specified otherwise in the Official Rules, if a prize cannot be awarded, a substitute prize of comparable or greater retail value may be awarded. The value of the prize represents Sponsor’s good faith determination of the maximum retail value thereof. No refunds or credits for changes are allowed. Other restrictions may apply. No refunds or credits for changes are allowed. Other restrictions may apply. Sponsor has discretion as to the means of payment for cash prizes.

  1. CONDITIONS OF PARTICIPATION/RELEASES. All federal, state, provincial, territorial and local laws and regulations apply. By participating, each Entrant agrees to be bound by these Official Rules and the decisions of the Sponsor, which shall be final in all respects. By participating in this Contest and/or by accepting any prize, each Entrant agrees to release the Sponsor, any fulfillment coordinator, and each of their respective parents, affiliates and subsidiaries, and their respective successors, employees, agents, representatives and assigns (collectively, the “Released Parties”) from any and all actions, claims, or damages arising in any manner, directly or indirectly, from participation in this Contest and/or acceptance or use of a prize. Winners may be asked to participate in select publicity activities, as determined at the sole discretion of the Sponsor. Sponsor is not obligated to use any of the above-mentioned information or publicity materials, but may do so and may edit such information or materials, at the Sponsor’s sole discretion, without further obligation or compensation.

    The Released Parties shall not be liable for: (i) telephone system, telephone or computer hardware, software or other technical or computer malfunctions, lost connections, disconnections, delays or transmission errors; (ii) data corruption, theft, destruction, unauthorized access to or alteration of Submissions or other materials; (iii) late, lost, delayed, stolen, misdirected, incomplete, unreadable, inaccurate, garbled or unintelligible Submissions, communications or affidavits, regardless of the method of transmission; (iv) any inability of winner to accept or use any prize (or portion thereof) for any reason and such prize or portion thereof shall be forfeited; (v) any printing, typographical, human administrative or technological errors in any materials or activities associated with the Contest. Released Parties disclaim any liability for damage to any computer system resulting from participating in, or accessing or downloading information in connection with this Contest or use of a prize. Where these Official Rules provide for discretion exercisable by Sponsor that could otherwise cause a significant imbalance in the parties’ rights and obligations hereunder to the detriment of a consumer and contrary to the requirement of good faith, such discretion shall be exercised reasonably and in good faith.

            Sponsor may prohibit any Entrant from participating in the Contest or winning a prize if, in its sole discretion, it determines Entrant is attempting to undermine the legitimate operation of the Contest by cheating, hacking, deception, or any other unfair practices or intending to annoy, abuse, threaten or harass any other Entrants or Released Parties representatives. CAUTION: ANY ATTEMPT TO DELIBERATELY DAMAGE THE TWITCH WEBSITE OR UNDERMINE THE LEGITIMATE OPERATION OF THE CONTEST MAY BE IN VIOLATION OF CRIMINAL AND CIVIL LAWS AND WILL RESULT IN DISQUALIFICATION FROM PARTICIPATION IN THE CONTEST. SHOULD SUCH AN ATTEMPT BE MADE, SPONSOR RESERVES THE RIGHT TO SEEK ANY AND ALL REMEDIES AVAILABLE.


  Sponsor reserves the right, in its reasonable discretion, to adjust times and dates in these Official Rules at any time and/or to modify, suspend or cancel the Contest, TwitchCon San Diego at any time for any reason, including, without limitation, in the circumstances provided for under this Section 11, if a computer virus, bug or other technical problem corrupts the administration, security, or conduct of the Contest or TwitchCon events, strikes, lock- outs, acts of God, technical difficulties, pandemics or endemics (including, without limitation COVID-19 and its variants).

  The Contest is fully intertwined with TwitchCon San Diego. In case this conference is cancelled, in accordance with this Section 11, the Contest will be also cancelled and no prizes (or substitute prizes) will be awarded. Sponsor may, in its sole discretion, decide not to cancel the Contest but instead to postpone the Contest to a later date, or to continue the Contest in a modified format, in which case the Sponsor shall relay alternate Contest details and rules to Entrants in a timely manner.

  1. INTELLECTUAL PROPERTY RIGHTS. As between Sponsor and the Entrant, the Entrant retains ownership of all intellectual and industrial property rights (including moral rights) in and to their Submission. As a condition of entry, Entrant grants Sponsor and Released Parties a perpetual, irrevocable, worldwide, royalty-free, and non-exclusive license to use, reproduce, adapt, modify, publish, distribute, publicly perform, create a derivative work from (observing applicable statutory author’s moral rights, if any), and publicly display a Submission or any footage or visual reproduction thereof (1) for the purposes of allowing Sponsor and the Judges to evaluate the Submission for purposes of the Contest and live streaming; and (2) in connection with advertising and promotional materials via communication to the public or other groups, including, but not limited to, the right to make screenshots, animations and Submission clips available for advertising and promotional purposes.
  1. EXCLUSION OF LIABILITY. To the extent required by local law, notwithstanding anything in these Official Rules, the Released Parties’ liability shall not be limited in any way for death or personal injury caused by its negligence, fraud, fraudulent misrepresentation or any other claim where liability may not as a matter of law be limited or excluded.
  1. PROMISES/POTENTIAL LIABILITY. Each Entrant promises that: (i) the Submission is the Entrant’s own original, non-commercial, previously unpublished, and previously unproduced work; (ii) so far as the Entrant is aware, the Entry does not contain any computer virus and is otherwise uncorrupted, (iii) so far as the Entrant is aware, the Submission does not and will not violate any applicable laws, and is not and will not be defamatory or libelous; (iv) the Submission is in compliance with the Sponsor’s Terms of Service, Events Code of Conduct and Release, and Community Guidelines; (v) the Submission is not the subject of any threatened or pending litigation, claim or dispute that might give rise to litigation, which adversely affects or in any way prejudices, impairs or diminishes the rights granted hereunder or the value thereof; (vi) the Submission is free and clear of any liens or claims with respect to the use of the Entry in the manner authorized herein and will not give rise to any claims of infringement, invasion of privacy, or publicity claims, or infringe on any rights or interests of any third party, or give rise to any claims for any payment whatsoever, including but not limited to claims for re-use fees or residuals; (vii) for a period of twelve (12) months following the end of this Contest, Entrant will not use the Submission for any commercial purpose other than creation and submission in accordance with these Official Rules, including without limitation, use in or in connection with any commercial endeavor, including, without limitation, t-shirts, posters, or other merchandise. Subject to applicable law, Entrant hereby agrees to reimburse the Sponsor and the Released Parties in relation to any third party claims, actions or proceedings of any kind and from any and all damages, liabilities, costs and expenses relating to or arising out of any breach or alleged breach of any of the promises given by the Entrant above, Entrant’s participation in the Contest, or Entrant’s acceptance, possession, grant, or use of any prize, which are not as a result of Sponsor’s negligence or its breach of these Official Rules.
  1. PRIVACY NOTICE. All information that you provide in connection with the Contest will be treated in accordance with Twitch’s Privacy Notice.
  1. CHOICE OF LAW AND COMPETENT COURT. All issues and questions concerning the construction, validity, interpretation and enforceability of these Official Rules, or the rights and obligations of Entrant and Sponsor in connection with the Contest, shall be governed by, and construed in accordance with, the substantive laws of the State of Texas, USA, without reference to or giving effect to any conflict of laws rules or similar principles thereof. The Entrant agrees that the courts located in Collin County, Texas will have exclusive jurisdiction over any and all disputes arising out of, relating to or concerning these Official Rules. You hereby submit to the jurisdiction of such courts and waive any jurisdictional, venue or inconvenient forum objections to such courts.
  1. WINNERS’ LIST/OFFICIAL RULES. To obtain the list of the winners or a copy of these Official Rules, go to thefunpimps.net/cosplaycontest_twitchcon2022. Winners will also be announced online on our social media platforms and can be freely reviewed there.

Alpha 20.1 Stable is out! 02.01.22

Today we are releasing A20.1 b6 as stable.

The update comes with many fixes and small balance improvements including fixes to POIs, a fix for the drone dupe, a fix to make achievements work again, balance changes and much more.

Save games should be compatible with A20 b238.

We hope everyone enjoys A20.1 b6!
Have a good day!

A20.1 b6 changelog:


  • Show Stability makes a clearly different green for max and darkens colors every 1m of world space


  • AI destroy area is canceled when damaged by an entity
  • Updates to downtown_strip_05 based on player feedback (e.g. texture issues, sleeper adjustment, etc.)
  • Updated to house_modern_18 based on YT player feedback. (made path more obvious, added torches, added triggers so sleepers arent’ left behind, etc.)
  • Updates to remnant_skyscraper_01 based on feedback.
  • Updated house_construction_01 and house_construction_02 with new art props
  • Updated remnant_business_0205, updated with new art and shapes
  • Updated store_book_01, store_clothing_01, store_electronics_02, store_grocery_01, store_gun_02, added new art and new shapes
  • House_modern_23 (TIER4) Changes made based on feedback
  • Updated restore power and sleeper configuration for countrytown_business_04 based on player feedback.
  • Warehouse_04: added floor trims inside warehouses, fixed mispainted textures in bathrooms and kitchen’s floor, replaced shelfs to prevent zfight.
  • Remnant_waste_01: replaced sinks for sink shape inside ice cream store. Improved destroyed ceiling
  • Updated downtown_strip_10 based on player feedback.
  • Downtown_filler_27 (TIER3, search, clear) removed door frame simulating door that was permanently closed to avoid confusion
  • House_modern_23: changes made after level designers meeting feedback
  • Reworked all couch harvests to give some of the main resources on the destroy event instead in the middle of the harvest
  • Slightly increased the probability of books found in book piles and crackabook shelves
  • Downtown_filler_23. Replaced bank upper windows for bulletproof. Replaced old fuse boxes. Fixed trigger not properly linked to door.
  • Updated loot probability and quality templates to better align with the new loot stage system
  • Added and updated loot probabilities with a ProbT2Cap template to prevent empty loot containers and/or missing loot items at high loot stage where ProbT3 is not available
  • Mailboxes now have a higher chance to spawn archery, spear, and needle and thread books early game
  • Reworked tiered chest loot to better reflect POI difficulty
  • Reduced the amount of aloe cream found in backpacks
  • Increased the chance to find acid in sinks and chemical sets
  • Added another low chance to find vehicle wheels in PassNGas crates
  • Warehouse_04: final loot room sleepers volumes rearranged to hold at least two feral. Replaced fake scrap metal rollup doors for steel ones. Fixed mispainted texture in perimetral wall
  • Reorganized the furniture helpers to prevent unwanted block rotations hiding adjacent block faces due to mixed block types/properties
  • Moved cabinets, cupboards, and bookshelves to a new player crafted helper block (same recipe as before)
  • Moved the storage crate and writable storage crate to their own recipes (same recipe as before)
  • Moved the old chair out of the furniture helper and gave it its own new recipe
  • Added produce baskets, pallets, and empty clothes shelves to furniture helper
  • Updated preview thumbnail JPGs for part_loot_t1 through t5.
  • Penetrator Perk now references the Lever Action rifle instead of the Marksman rifle
  • Updated Localization for furniture helper blocks
  • Drone description no longer references the ability to fight
  • Reduced ammo loot counts by ~15 to 30%
  • Reduced amount of ammo found in yellow zombie loot bags from large to medium group
  • Reduced amount of ammo found in blue zombie loot bags from 2 large rolls to 1
  • Updated colliders and xml on all arrow slits to work like iron bars
  • Yes Arlene, it’s time to take the Christmas tree down! Removed Christmas themed items from loot.
  • Improved AI destroy area trigger percents/distances, stun handling and capped spread to allies
  • TerrDestroyedWoodDebris now harvests 1,2 wood instead of 3 to be better aligned with the cost of frame shape blocks
  • Mmetal_weak to Mmetal on stoves to match other appliance HP pools
  • Increased the max HP from 5 to 100 on lootable backpacks, duffle bags, sports bags, and purses to help prevent premature loot loss
  • Added quick exit keyrack to POI oldwest_business_13.
  • Large_park_01 moved kiosk 1 block to the back, added extra floor under it
  • Farm_04 made changes so it’s no longer easy to reach and kill final sleepers before triggering. Fixed mispainted textures. Changed quick exit for roll up door.
  • Farm_08 locked front door. Added light pointing at the quest’s entrance.
  • Removed restore power quest from lot_downtown_filler_01
  • Clean up and rename junk drone console commands to jd for local player data and jd clear for clearing.
  • House_old_tudor_06 to new RWG standards.
  • House_old_bungalow_08 for new RWG country residential.


  • Remnant_downtown_12, mispainted textures
  • Terrain density covers satchel in warehouse_04
  • Missing paint behind curtains in house_old_ranch_01.
  • Missing paint in gas_station_07.
  • In body_shop_01, loot room sleepers on rooftop spawn within players view
  • Terrain water blocks can be broken and sent flying in block shape by the splash damage from Rocket HE rounds.
  • Distant and/or low resolution reflections/lighting on arrows are pink
  • Inaccessible cabinets in house_old_ranch_06.
  • In POI oldwest_business_12 sleeper stuck between 2 bookshelves.
  • In POI house_old_victorian_05 nightstand and bed clipping into window ledges.
  • House_old_modular_06 z fighting on exterior.
  • Diner_03 density issue on roof.
  • Diner_03 bathrooms need stall art update (restaurant booths, commercial sink, mirror, easy exit, etc.)
  • House_old_modular_08 zfighting on exterior windows
  • POI canyon_gift_shop has extra blocks.
  • Survivor_site_09 zfighting on watch tower.
  • Fastfood_04 terrain hole under car.
  • Treasure maps calculate location from 0,0
  • Confuse does not affect vehicle controls.
  • Active drones can duplicate
  • Drone manager duplication
  • Drone can fall under bedrock and get stuck
  • JunkDrone stay command sync error with clients that could cause multiple drones.
  • Remove the “and fight” from the Robotic Drone’s information localization
  • JunkDrone case where teleporting away was not creating a nav object for the unloaded chunk.
  • Handled a case where picking up the junk drone was not fully cleaned up from the player data.
  • NRE caused by highlighted text in inventory search field
  • UI button hover scale effect only playing once per button per game session
  • Playtest and give feedback on countrytown_business_13 The Dead Rooster
  • HUDStatBar not working with “statcurrent” for “ActiveItem” when holding a paintbrush
  • Playtest and give feedback on countrytown_business_06 Ruby’s
  • Downtown_filler_30 (TIER3, clear, search): sleepers showing through ceiling and birdnest clipping through awning
  • Workbench not crafting multiples of items correctly if output slots full and placed directly into player inventory.
  • Workbench duplication bug
  • Can not shoot through bunkBedFrame
  • Pathing incorrect ladder height check if open to sky
  • SMG and Desert Eagle holosight location update.
  • Adjusted collision to close out gap between the door and the frames of all cellar doors and shutters that allowed player interaction behind them
  • Inconsistent resources and scaling on military armor recipes
  • AK47 and Pump Shotgun holosight location update.
  • Tactical AR holosight scope offset for dot alignment.
  • Holosight dot position updates for Iron Crossbow and Compound Crossbow
  • Holosight dot position updates for Lever Action Rifle and AutoShotgun
  • Structural Integrity is not recalculating when block pillar is recreated
  • Fixed Slightly tweaked Scope Camera offsets and dot placement for Reflex scope on pipeShotgun
  • Playtest and give feedback on countrytown_business_13 The Dead Rooster
  • Missing textures and sleeper volume issues in downtown_filler_13 based on player feedback.
  • Sniper Rifle holosight dot update.
  • Attempting to generate a world with Seed: ActableCravings results in a KeyNotFoundException
  • Scrolling too fast in part selector causes NREs
  • Show Stability could show old colors
  • Playtest and give feedback on commercial_strip_01
  • Using Advanced Generation to generate a 4k world results in an Argument Out Of Range Exception
  • Cellar door and shutter open/close issue
  • Explosion of water fix would cause chunk regen to never resume
  • ChangeBlocks handling of clusters with recursion
  • Farm_07 mispainted texture in kitchen cabinet next to stove
  • Achievements aren’t working
  • Fixed not tied to build : Cut Gamestage Achievements in half
  • Switching between Steam offline mode and online within one savegame results in different player profiles/saves
  • Restore power host melee desync
  • Fixed zfighting on exterior windows at house_old_bungalow_11.
  • In POI motel_01 sleepers in final room do not spawn until after player is inside room
  • Door unlocked in house_old_victorian_01
  • House_mansard_06 unstable cellar door
  • Zfighting and missing paint at POI bank_01
  • Exit sign in courthouse_med_01 is too low.
  • Floating TV’s in bank_01.
  • Bank_01 zfighting
  • Action_time_shift index out of range.
  • Using Twitch teleports while in a workstation UI does not close the UI.
  • Added missing IndexName property for chandelierLight to work with restore power quests
  • Origin shift could cause objects to fall through world
  • Vehicles and drones are using repair kits without showing the minus inventory icon on the HUD
  • Path node otherheight bad in cabin_11
  • Arrow slit AI exploit (“Zombie Forcefield”. Other shapes/rotations can/will allow setups like this, but they are not nearly as convenient)
  • Falling ragdoll ground hits did not do damage or AI handling
  • Imposter issues on rwg_tile_downtown_t
  • Updated missing paint on attic ceiling corners in house_burnt_01
  • Updated missing paint on attic ceiling corners in house_old_bungalow_06
  • Having a full inventory and equipping a tool or weapon deletes currently selected hotbar item
  • Player bedroll and vehicle locations are displayed in the console
  • Deleted two utility poles in the trader tile to remove an exploit
  • Occasional NullRef’s when decapitating wolves, mountain lions and deer as client on dedicated server
  • Door near loot room was unlocked in POI oldwest_business_13.

7 Days is 70% Off 12.22.21

Hey Survivors,
TFP wanted to wish the team and all of you a very Merry Christmas. And to Celebrate 7 Days is now on sale for 70% Off for the duration of the Steam Winter Sale!

There is no better time to buy it as the feature rich Alpha 20 just dropped and is 70% Off. Find out why Alpha 20 has broken the games highest peak player record and highest review scores. Navezgane awaits!


We have had a great year and have some great plans for 7 Days and some big surprises we will be announcing in 2022. So for now we will wish you again Merry Christmas, a happy New-year and will leave you with the TFP Christmas poem of tradition.

Twas the night before Blood moon!

Twas the night before Blood moon, when all through the base.
Not a walker was scratching, a weak wooden frame.
The spike traps I set on the perimeter with care,
In hopes that it kept the zombies out there.

The Survivors were nestled in the base by their beds,
While visions of Minibikes danced in their heads.
My Buddy clutched his ‘Bone Shiv, and I my Wood Club,
As we just settled down for some good Shamway grub.

When out in the Wasteland there arose such a clatter,
I sprang from the campfire to see what was the matter.
Away to the guard tower I flew like a flash,
I equipped my best weapon and opened the hatch.

The Blood moon shined red on the barbed wire below.
As I waited in fear for my walking dead foes.
When, what through the thick dark night fog should appear,
But a miniature screamer and 8 dogs to the rear.

With a huge running horde, so lively and quick,
I knew in a moment this game is so sick.
More rapid than eagles from the wasteland they came,
The Screamer she shouted as if to call them by name!

“Now Spiders! Now, Ferals! Now Corpses and Crawlers!
On, Fat Cop! On, Nurse! On Cadavers and Maulers!
To the top of the base! To the top of the wall!
Now slash away! Thrash away! And devour them all!”

As the base walls shook and the particles would fly,
They got through the spikes and the wire in no time.
So up to the Base-top the Survivors we flew,
With a turd in my pocket, and some Goldenrod too.

And then, a big Screeching, I heard on the roof
A pack of Spiders had got up from the stoop.
As I drew my Club, and was turning around,
Down through the hatch came a Man with a bound.

He was dressed all in hide and leather and scrap,
And armed to the teeth, ready to kick ass.
A bundle of guns he had flung on his back,
And he looked like Rick Grimes but with a bigger mustache.

His eyes—how they pierced! His stare was so scary!
I thought he might kill me or quote Dirty Harry!
He frowned and shushed me as he pointed due East,
And his beard was so thick that he must be part beast.

He readied his Shotty as he gritted his teeth,
With a ten gallon hat on his head like a wreath.
He had a mean face and to the zombies was smelly,
They followed him close like their very own deli!

He was fast, he was tough, the Duke would be proud,
And I laughed when I saw him, take care of the hounds!
With spit in his eye and a twist of his head,
Soon gave me to know I had nothing to dread.

He spoke not a word, but went straight to his work,
And filled with lead all the zeds that would lurk.
And laying his finger on his trigger of steel.
He killed one last Zed and sat down for a meal.

He looked at me close as he downed his meat stew.
You look new here he said and you haven’t a clue.
I will leave you now with this one piece of advice.
Be ready for the Blood moon its one hell of a fight!

A20 Streamer Weekend 12.01.21

Hey Survivors,
We are proud to announce that the ‘Alpha 20 Streamer Weekend’ is finally here. We have partnered with over 200 streamers from 30 countries.

We will be running the Streamer Weekend event from Friday, December 3rd starting at 12 pm CST through Sunday, December 5th. Expect a public experimental to follow sometime Monday afternoon December 6th.

Many will be streaming all weekend and giving away Free Keys. Check their channels for their upcoming weekend schedules. These are being broadcast in many languages so scroll down to find yours.

You can also read the release notes early here:

Alpha 20 Official Release Notes

America (USA)

Anthony_B1 USA West, English
Aungelecette USA East, English
AviaryLaw USA East, English
Ayreframer USA Central, English
Babzyjae USA, English
Bacon Creepy USA, English
Banlish USA, English
BeardedGuysGaming USA East, English
Blitzfire911 USA, English
Capp00 USA Central, English
Casketman20 USA Central, English
Cbthagreat USA East, English
Chiefy USA West, English
colonel_frosty USA, English
Copendub USA East, English
Cuda87 USA, English
dasMEHDI USA East, English
DeamonMachine USA, English
deesimsyt USA East, English
Descender USA, English
Dragoness_ USA Central, English
EvanAndKatelyn USA Central, English
F1recrackr USA Central, English
Flip_Switch_ USA West, English
Galucia081 USA, English
Game Society USA, English
girlthulhu_ USA East, English
Glock9 USA, English
Grand Spartan USA, English
Grizzly_Ben USA Central, English
GunninGamerz USA, English
GunsNerdsandSteel USA East, English
Headwound USA West, English
IAnthonyD USA East, English
iJevin USA, English
JadedzUzi USA Central, English
JBMagic USA East, English
Jermanfu USA East, English
Justin Dion USA, English
Kage848 USA, English
KardinalZyn USA East, English
kic Gaming USA West, English
Kismet USA East, English
Kiwo USA East, English
kumquat_tv USA East, English
KyleDempsterStudios USA EAST, English
LaurenTheShort USA West, English
Legendary_Qstor USA East, English
LMG USA, English
Loafy Molasses USA, English
luuva_ USA Central, English
Midnight Designer USA East, English
mikenaiders USA East, English
Mistermoose USA Central, English
MistrFister USA, English
More2Me4Life USA East, English
Mountain Man USA West, English
MrFoxinSocks USA East, English
MyUsualMe USA East, English
nikachuray USA East, English
Noxistic USA East, English
ONE_shot_Gurl USA East, English
Orangesherbet USA West, English
pakrninja USA Central, English
PartiallyRoyal USA, English
pbmack36 USA East, English
PokketNinja USA Central, English
ProLikeChro USA Central, English
Rhinocrunch USA West, English
Salty Zombies USA Central, English
Savage Gaming USA, English
Saven’s World USA Central, English
ShadowFox USA, English
SippyTango USA Central, English
Starsnipe USA Central, English
SunBunnie888 USA East, English
TacticalFriedRice USA, English
TBF Gaming USA, English
TexCubSF USA West, English
TheOrigamiGuru USA West, English
TomGirlGamer USA, English
uss_sully USA, English
Venttex USA Central, English
Wolfcryer USA, English
xBCrafted USA Central, English
Xray_Blacksmith USA West, English
Zanthyst Gaming USA West, English


WanchanPlay Argentina, Spanish


AzzaFortysix Australia, English
JaWoodle Australia, English
Patrol Gaming Australia, English
Pestily Australia, English
VERTiiGOGAMING Australia, English


Danu Thuata Austria, German
Qb1Junkie Austria, English


Azghaaar Belgium, French
Lhynns Gaming Belgium, French


2HandGaming Bosnia, English


Andarilhoo Brazil, Portuguese
Medusa Geek Brazil, Portuguese
O Abel Joga Brazil, Portuguese
TellesGeek Brazil, Portuguese
Zeca Sobrevivente Brazil, Portuguese


AllFunNGamez Canada, English
CrypticFox Canada, English
GameEdged Canada, English
Not-A-Gamer Gaming Canada, English
Skippy0330 Canada, English
Team Ryan Canada, English
xSgtPepperx Canada, English


J.C.’s Channel Chile, English


KevinMaleClassmate China, Chinese
Lin Xiaotian China, Chinese
Lingxue China, Chinese
Old Butler China, Chinese
Old Driver-Wayne China, Chinese
Zi Mo Muchen China, Chinese


El Gui Gui France, French
Hardstyler France, French
JackPlay France, French
Ludum Fabula France, French
Staf_52 France, French


Asrac_tv Germany, German
Coyaletsplay Germany, German
DerValiser Germany, German
Edes Lets Plays Germany, German
Gerrit Germany, German
Hirnsturz Germany, German
Jack Fleischhammer Germany, German
Mr Helm Germany, German
Plasquar Germany, German
RoLaBeKa Germany, German
Strong Company Germany, German
Walker10474 Germany, English
Wautscher Germany, German
Zombyra Germany, German
ZooChamp Germany, German
Plasquar Germany, German


Games4kickz Ireland, English


Gameplay Channel Italy, Italian


Aki Piyo Japan, Japanese
iihito jyanai Japan, Japanese
Isoroku Japan, Japanese
Maron Japan, Japanese
Merci Games Japan, Japanese
MisutoM Games Japan, Japanese
Peko P Japan, Japanese
Play Without Study Japan, Japanese
Rokugen san Japan, Japanese
ryo1 game Japan, Japanese
Sesika Japan, Japanese
Urakage Japan, Japanese
Yukkuri com san Japan, Japanese


Squal Kasakhstan, Russian


Kornelius Briedis Latvia, English


Shinydo Moldova, Russian


DD1GGo Netherlands, English

New Zealand

Vechs New Zealand, English


KermitTFrog14 Norway, English
Lokbatch Norway, English
SparkleGG Norway, English


Kagaminium Poland, Polish
MarekMoowi Poland, Polish
Rizzer Poland, Polish
Stalker Poland, Polish


Cisternocefal Russia, Russian
FoxMurderPlay Russia, Russian
Games’n’Grumble Russia, Russian
Kaktyc Russia, Russian
Knock-Knock Russia, Russian
Krabo Land Games Russia, Russian
Mr. Aleks JackSoN Russia, Russian
Novak Russia, Russian


Vedui Singapore, English

South Africa

Reach Gaming South Africa, English
Zaffa Geek South Africa, English


Buck Ferndandez Spain, Spanish
charlisin46 Spain, Spanish
Krino Games Spain, Spanish
JaviLeeYou Spain, Spanish
Menos Trece Spain, Spanish
Psiko 9000 Spain, Spanish
R4pela Games Spain, Spanish
Tekja Gameplays Spain, Spanish
Xacbert 00 Spain, Spanish


Jonah Birch Sweden, English


2G Review Thailand, Thai
Talung Thailand, English


BoredGamer UK, English
DatFailGamur UK, English
DreadHeadEd UK, English
FuzzyFreaks UK, English
Grumbul UK, English
H3dsh0t UK, English
HixxyDubz UK, English
Jennyverse UK, English
Matrixis UK, English
Max Fox UK, English
Primate UK, English
Quagmire1428 UK, English
Reninsane UK, English
Shanksy UK, English
SpanJ UK, English
W92Baj UK, English
ZippyTurnip UK, English


Alex_D20 Ukraine, Ukrainian
Fresh Games Ukraine, Russian
Germanarih Games Ukraine, Russian
Slavik Odessit Ukraine, Russian
Survager Ukraine, Russian
Teror2 Ukraine, Russian

A20 Official Release Notes 11.30.21

Hey Survivors,

We are proud to announce that the ‘Alpha 20′ Stable Build is out!

Official Alpha 20 Forum Bug Reporting thread

Alpha 20 Official Release Notes

Alpha 20 is by far the largest content drop TFP has ever delivered. This is partly due to TFP nearly doubling the team size over the last two years and vastly improving our proprietary tools to improve the game and speed up new content creation.

Alpha 20 takes some big leaps towards Gold with these major improvements:

  • A brand-new version of Random Gen World creation with new cities, city tiles and a part system spawner. You will be blown away by it!
  • Over 200 new POI’s and updates to many of the older POI’s. Over 550 Explorable locations total
  • Navezgane has many city improvements, terrain improvements and new rural and wilderness communities
  • Nearly 25 new HD characters with a couple with improved shaders
  • 6 New weapons and 13 HD remakes with the addition of new primitive pipe weapons
  • Overhauled shape menu with hundreds of new shapes organized and buildable from a simple frame with in-game, creative and level design support
  • Block Placement Improvements
  • We have added a Robotic Drone Companion to carry your extra gear, heal you and more
  • Dynamic Imposter System renders accurate changes to POI’s and player bases at far distances
  • Rendering improvements with 100s of new PBR models
  • Quest Improvements including new restore power night Quests
  • AI Enemy Improvements including city spawning, ducking, obstacle attacks, head tracking and burst attacks.
  • Feral Sense Game options for a completely new game experience
  • Vehicle Improvements with coop passenger support and mods to improve and customize your Vehicles
  • Loot Progression Improvements include a new Loot Stage System, Biome and Tiered POI loot bonuses and early game balance
  • Improved dynamic music and ambient audio system with added new content
  • Improved weather system with more distinct and varying weather
  • Video Options for Anti-Aliasing – Temporal (TAA) and AA Sharpening have been added along with an auto detection system that will set your game settings to better match your hardwares capabilities.
  • Animations have been improved from 1st person to 3rd person to provide a more immersive experience
  • A new Dismemberment system has been integrated with some of the zombies
  • Twitch Integration has been improved with many new commands, voting and more
  • Modding support has been improved with better world editing, level editing, RWG and Server.XML settings and tools

Alpha 20 is not compatible with previous Alpha worlds or save game data. New Pregen-Maps have been created and can be used. We also advise that you delete the 7 Days save Game data folder before playing.

TFP is extremely excited for this release. It’s by far the biggest Alpha ever and is jam packed with new content, bug fixes, optimizations, and game balancing. Read on for more information!

Random World Generation

TFP is very proud and excited to bring a brand new Random World Generation System to Alpha 20. The System has been re-engineered from the ground up with a focus on generation speed, flexibility, quality visuals, believability, replay-ability, POI dispersion, Trader positions, and so much more. We took a more content-driven approach for POI’s, City Tiles, and Stamps. Cities and roads are much more believable and detailed. Wilderness paths connect in a believable way to POI’s. There are really too many changes to list but here are some of the main features included:

  • New Districts which includes downtown, industrial, commercial, residential, rural, country town, wilderness, and country residential
  • New RWG Tiles support city and town construction which includes tile variants of: Intersection, straight, corner, caps and T-sections with nearly 50 unique tiles.
  • New stamps to improve and create unique terrain for every biome
  • New stamps to support rivers and canyons
  • New faster RWG creation supports 6k, 8k and 10k maps
  • New town types: City, Town, Country Town and Ghost town. Custom townships can also be added.
  • New Part Spawn Markers which add unique Prefab possibilities to tiles and POI’s
  • New Road exit markers that align POI driveways to the end of roads
  • POI distribution has been improved to better use the over 550 unique POI’s and nearly 50 city tiles that the game has to offer for nearly infinite replay value
  • POI’s except for wilderness have all been redone to to improve how they work with the new city tile system. Sizes include:
    • Small 25 X 25 meters
    • Medium 42 X 42 meters
    • Large 60 x 60 meters
    • Extra large 100 x 100 sizes 
  • POI placement has been improved to account for each POI’s overall performance cost and as a result, very heavy POI’s will not be placed near each other which helps keep the game running better.
  • 3 Brand new Pre-generated maps will be offered.
  • XML support for modding in your own tiles, parts, unique town types, and more see Server.XML and Modding section below for more detail.
  • New Random Gen Preview tool mix options to support tweaking custom maps to your liking changing many things including:
    • Frequency of Towns
    • Frequency of Wilderness POI’s
    • Frequency of Rivers, Craters, Cracks, and Lakes
    • Frequency of Plains, Hills, and Mountains
    • Global amount of Randomness


The TFP Level team doubled in size by late 2020. That paired with many improvements to the proprietary level tools, shape tools, and world tools have helped the POI team generate an enormous amount of new and updated content for Alpha 20.

Here are just a few of the great things coming to Alpha 20:

  • Over 175 Brand new explorable POI’s
  • Over 25 reimagined old POI’s
  • Over 550 Explorable locations
  • Many Tier 3 and 4s have been added with some new and updated tier 5s
  • Alpha 20 POI Tier breakdown includes:
    • Tier 5 POI’s – 7
    • Tier 4 POI’s – 29
    • Tier 3 POI’s – 52
    • Tier 2 POI’s – 102
    • Tier 1 and Remnant POI’s – 360
  • There are over 200 new and overhauled POI’s, too many to mention but some notable larger POI’s include:
    • Countrytown_business_05 – “Butcher Petes” (Overhauled Tier 4)
    • Factory_03 ( New Tier 5)
    • Apartment_brick_6_flr (Overhauled Tier 5)
    • Apartment_01 (New Tier 4)
    • Downtown_strip_05 (New Tier 4)
    • Downtown_strip_07 (New Tier 4)
    • Downtown_strip_09 (New Tier 3)
    • Downtown_strip_10 (New Tier 3)
    • Downtown_strip_11 (New Tier 4)
    • Warehouse_01 (New Tier 4)
    • Warehouse_03 (New Tier 4)
    • Skyscraper_01 (Overhauled Tier 5)
    • Skyscraper_02 (Overhauled Tier 5)
    • Skyscraper_03 (Overhauled Tier 5)
    • Skyscraper_04 (Overhauled Tier 4)
  • Navezgane has gotten a little love with some new POI’s added. More to come in Alpha 21
    • Diersville, Departure, Gravestowne, and Perishton Updates.
    • New suburban, rural and wilderness communities were added.
    • Road and Terrain Updates.


Our character team has been busy overhauling and re-imagining all of the zombies and NPCs in HD. They may look better but they have less draw calls and are slightly better in performance due to a new physically based rendering shader that utilizes packed textures and improved emissive rendering. There are also some brand new zombies never yet seen before.

Nearly 25 new HD characters have been completed for Alpha 20 in fact all non player characters and enemies are now HD. There are also new improved character shaders for zombies, NPC’s, radiated zombies and burnt zombies. The New HD zombies include:

  • New HD Wight Zombie
  • New HD Thug Zombie
  • New HD Tom Clarke Zombie
  • New HD Worker Zombie
  • New HD Mechanic Zombie
  • New HD Hazmat Zombie
  • New HD Dog Zombie
  • New HD Biker Zombie
  • New HD Spider Zombie
  • New HD Soldier Zombie
  • New HD Lab Zombie
  • New HD Cop Zombie
  • New HD Tourist Zombie
  • New HD Nurse Zombie
  • New HD Lumberjack Zombie
  • New HD Businessman Zombie
  • New HD Mutant Zombie
  • New HD Screamer Zombie
  • New HD Stripper Zombie
  • New HD Burnt Zombie
  • New HD Trader Joel
  • New HD Trader Rekt
  • New HD Trader Hugh
  • New HD Trader Bob


Alpha 20 introduces a new line of pipe weapons along with an overhaul of several current weapons for a total of 6 new weapons and 13 upgraded HD remakes to further the look and feel of an apocalyptic environment.

Pipe weapons are new early-game weapons easily crafted in your backpack, and only require basic ingredients like short iron pipes, wood, glue, and leather. Players will now have access to a Pipe Baton, Pipe Pistol, Pipe Shotgun, Pipe Rifle, and a Pipe Machine gun in earlier gameplay to be in tune with the new loot and level balancing. These weapons all have custom sounds and animations with variable mod slots similar to existing in-game weapons. Pipe weapons are easily repaired with short iron pipes. As part of weapon cleanup, the Blunderbuss was removed and replaced with the new Pipe Shotgun.

A new Lever Action Rifle was added to round out and complete the existing rifle tier. The Lever Action Rifle’s firing speed and range make it a great gun for outdoor survival. This rifle also uses 7.62 mm rounds and has variable mod slots similar to existing in-game weapons.

Existing weapon overhauls include new models, textures, and/or sounds for already favorite items like the AK-47, SMG, M60, .44 Magnum, Hunting Rifle, and the Rocket Launcher. These texture and model upgrades add some nice polish and align with the look and feel of other art upgrades throughout the game. In addition to model and texture updates, the Bows, Crossbows, and Compound Bow all received a damage increase. Arrow models received an update to complete the new look and feel of the bows.


Shape and Creative Menus

Building blocks have received a major overhaul. For starters, there are now over 1300 unique shapes to select from for every craftable material. Players can now craft 5 basic material helper blocks which are:

Frames (OSB/Weak Wood texture), Wood, Cobblestone, Concrete and Steel.

After crafting, equip them to the toolbelt and then use the radial menu (or shortcut keys Shift+R) to open the shape selection screen. This screen shows several shape categories that can then narrow down the search:

Basic, Square, Round, Wedge, Poles, Stairs, Catwalks, Trim, Windows, Destruction, Construction, Deco and Letters

For you modders out there, the shape menu brings with it an easier way to add new shapes to the game as you no longer have to separately define each shape with each material. Simply add the new shape definitions to shapes.xml and let the game fill in the materials for that shape at runtime. The new shapes are then automatically added to the material shape helpers in game. This feature also greatly reduces the amount of crafting recipes needed.

The creative menu has also been overhauled with a new category system. Categories have been moved and expanded to the left hand side of the window. Pick a Main Category in the left column and then a Secondary Category in the right column.

Stability Preview

Placing blocks has had several changes. The block preview now animates smoothly through the world and the shading is improved. The preview will also change color to indicate the effect of adding the block. Colors Include:

  • Yellow – The block is stable. As the block becomes more yellow it means it is getting less stable
  • Red – Placing the block would cause some type of collapse. Adding blocks to reinforce other parts of the structure may allow this block to then be placed without collapse
  • Pink – Placing would cause this block to fall as it does not have sufficient support

Robotic Drone Companion

The new Robotic Drone is a companion that gives the player extra storage and some enhanced end game features. The drones abilities can be augmented and enhanced by the player’s intellect, but players can still acquire and use a Drone without perking into it.

The Robotic drone is modded in the player’s inventory. Dyes are added to the cosmetic slot and mods to the modifier slot(s).

Some of the Additional Mods and Enhancements to the Drone include:

  • Robotic Drone Armor Plating Mod – Increases the Drones Defenses
  • Robotic Drone Cargo Mod -Increases the Drones carrying capacity
  • Robotic Drone Medic Mod – Gives the Drone the ability to heal the player
  • Robotic Drone Moral Booster Mod – Player Stamina regen is increased by 10% when near the Drone
  • Robotic Drone Headlamp Mod – Gives the Drone a headlight

Dynamic Imposters

We have added a brand new Dynamic Imposter System to the game which renders changes to Distant chunk POI meshes caused by players or zombies. Changes such as destroying a building, building your own base or adding to or modifying an existing building can now be appropriately displayed by the Dynamic Imposter System. Updated imposter meshes are automatically shared with new players who join the game.

What does this mean for players? With this option turned on you can renovate existing POI’s, fortify a whole town or build a castle on a hill top and see the changes from anywhere in the world.

Depending on PC strength we have several game option settings that can be edited in serverconfig.xml

  • DynamicMeshEnabled
    • Setting to true will enable the system
  • DynamicMeshLandClaimOnly
    • Setting to true will make the system only active in player Land Claimed areas
  • DynamicMeshLandClaimBuffer
    • Dynamic Mesh Land Claim Base chunk radius size
  • DynamicMeshMaxItemCache
    • How many items can be processed concurrently, higher values use more RAM

Big Thanks to Danny Richardson from the 7 Days to Die modding community for working with TFP on this awesome new system!

Environment Art

The Environment Art and Shader Team have been improving much of the rendering tech and creating hundreds of new PBR environment models to enhance the world, POI’s and overall game immersion. Improvements include:

  • Terrain Shader – Updated for better quality and performance including improved roughness and specular shading modifications
  • Foliage Shader – Updated for improved rendering effects like subsurface scattering in addition to physically based rendering and packed textures for performance
  • Entity Tint Shader – This shader provides support for tinted color variations on models in addition to improving performance due to packed textures
  • New Terrain Textures
  • New Block Textures
  • Lighting and Sky Improvements
  • Meshes – Short plant meshes, like grass and cotton, have been greatly improved to generate more detail and much more variety of shapes with less mirroring. Mesh complexity now uses the grass quality setting which allows for less detail on lower end computers
  • Biomes – Plant distribution has been improved and the forest has a new short grass sub biome. Grass placement on slopes has been improved as well
  • Trees – Trees now have a root ball to seal holes at the base of the trunk
  • Clouds – Improved blending of cloud layers and we now can keep cross blends for much more variety and to better match the weather system
  • Lightning – Adjusted values, added a cloud area brightening effect and fixed a bug with the world not being lit
  • Wind – The weather system’s wind speed now changes the speed of plants blowing in the wind and we added wind gusts
  • Along with all of the new POI’s of alpha 20, there is plenty of new content to add to the visual immersion of the game.
    • Cities are detailed to a whole new level, with props such as newspaper stands, mailboxes, street lights, parking meters, planters, operational manhole covers, traffic signals, new street signs as well as business signs, ATM’s, Etc.
    • Industrial locations are enhanced by new assets like new conveyor belt systems, construction site material stacks. Tarp fencing, etc.
      All new functioning and destructible doors such as cellar doors and shutters.
    • More immersive destruction for the world you’ve come to love with a variety of new rubble piles.
    • A new Mesh tinting system and shader bring you more color variations of new art content to further customize your creations.
    • Hundreds of new and updated PBR meshes have been added to the game overall.


Questing improvements have been made all over the world in 7 Days To Die.  Starter quests now have helpful on screen icons to show you where to find the required items.  We’ve decided to retire the challenge notes to allow focus on new quest types. Buried Supplies have been updated to increase the challenge. We’ve also added a new tier 3 version of this quest type. Trader to Trader progression has changed. Each trader now has their own set of tiered quests that must be completed. Players can now navigate between those tiers when selecting a quest from the trader. 

We’ve also added a new quest type, Restore Power. Restore Power quests are activated at night and require the player to re-establish power to the locations. Find the generators inside and activate them. Be careful as the generators may alert nearby zombies.


The AI and spawning of enemies have gotten some great improvements including:

  • Biome Spawning – Zombie spawning in biomes is now based on the types of buildings in the area, so industrial, commercial and downtown areas are more populated. These areas also spawn more challenging enemies in the harder biomes
  • Ducking – Zombies can now duck down to help them not get stuck on obstacles
  • Obstacle Attacks – Zombies now stand more reliably at the point of attack without sliding around
  • Head Tracking – Added more variety with when and where they look
  • Burst Attack – Added a new AOE burst attack, which is used by the new mutant zombie

Feral Sense Game Option

With standard settings Zombies have limited distances that they can hear and see you. The feral sense option allows you to greatly increase their hearing and seeing, which makes the game more challenging. This also makes the world seem more populated as zombies you may not have noticed will find you. Features include:

  • Increases the range that all types of zombies can hear and see the player by over double the normal amounts
  • Stealth still works, the zombies will just detect you more easily
  • Game options are Off, Day, Night, All (Day and Night)


We have added mods, coloring and additional improvements and bug fixes to Vehicles. Mods improve different aspects of your vehicle like using less fuel. Any of the dyes you get during gameplay can be added to the cosmetic slot to tint the vehicle’s color.

  • Mods
    • Expanded Seating – Allows 2 riders on the minibike or motorcycle and 4 on the 4×4
    • Fuel Saver – Your engine uses less gas
    • Reserve Fuel Tank – Increases tank capacity
    • Off Road Headlights – Brighter lights
    • Super Charger – Increases acceleration
  • Colors – You can place dyes in the cosmetic slot to colorize parts of each vehicle
  • Camera
    • Tracking – Improved camera tracking and fixed some popping issues
    • Zoom – Camera can now be zoomed in and out using the mouse wheel or gamepad
  • Fixes – Vehicle duplication or getting relocated to a new position in the world has been addressed along with better out of bounds checks


Loot Progression has been separated from Game Stage with its own Loot Stage system. Players will increase their loot stage similar to their game stage, but there are many bonuses that can add to it. The biome the player is in, the POI the player is looting, and even the container they are looking at can have a loot stage bonus. Loot stage will then boost the quality and/or the tier of items found. For example, adventurous players that explore the more difficult biomes and POI’s will find iron tools or advanced weapons a little faster than those that stay in the pine forest.

When it comes to biome bonuses, the progression is as follows:

Pine Forest, Desert, Snow, and then Wasteland

(NOTE: Burnt Forest in Navezgane is the same as the Desert)

Loot has been adjusted to provide early game weapons and tools a chance to shine. This grants the player time to find and use a higher quality item before finding the next tier. Books have also been realigned to deliver players books like Spear Hunter and Archery earlier for the most benefit. Food, Drink, Medical, and Ammo Supplies have been adjusted to keep players on the hunt for more in places you would expect to find them. To bring back the fear of infection, items that cure it have been greatly reduced.

There are also 5 new Tiered Loot chests that are placed according to the POI Tiers


For the Dynamic music system In previous Alphas, our goal was to maximize the uniqueness of content by leveraging the power of combinations. Working around a theme, we could build complex musical compositions by layering loops on and pulling them off. These layers function as individual instruments do in standard compositions. By defining how a given layer would be used in a given configuration, and by sorting a number of interchangeable loops into these layers, we were able to get a very high number of unique combinations across all of our configurations.

While this schema allows for a high degree of versatility in the way of content, it is not reactive to gameplay on the content level. That is where our new “vertical dynamism” comes into play.

As in previous Alphas, we have teamed up with Native Darkness Productions to bring this new dynamic to our music. This time we have turned our focus to our game’s core mechanic; The Bloodmoon Horde. Giving this feature the attention it deserves, we have created a theme just for Bloodmoon. There is an ebb and flow to the intensity of combat during Bloodmoon, and we have revamped our threat level system to tap into it. Our new theme accounts for this, and the music now reacts in real-time to the intensity of Combat as if a conductor is watching your every move. The lows and highs of The Blood Moon Horde are now reflected in the music, significantly improving the immersion factor of our core mechanic.

  • New Bloodmoon Music with threat-responsive layering system
  • Improved layering with added complexity for layered tracks
  • Improved randomization
  • Over 6.5 million combinations of tracks across all configurations
  • New Threat-Responsive Ambient Audio System


The game audio keeps improving and the audio team has kept up with the needs creating new custom sounds for all the new content including:

  • Twitch Sounds
  • Custom sounds for all new pipe weapons
  • New Door Sounds
  • New game vent activation sounds (keys, buttons, etc.)
  • Restore power quest sounds
  • Custom sounds for new loot chests


The world’s weather system continues to improve with weather now being more distinctive and varying. Improvements include:

  • Randomness – Improved calculations and shorter durations, so less likely to get stuck with the same weather
  • Weather groups – Added grouping of values like fog, clouds, and precipitation to allow distinctive types of weather like foggy, raining, snowing or storming. Each biome now uses these groups for their own weather


Video Options

Several quality settings have been changed to better control the game’s rendering. Auto detection was added, which looks at your GPU to determine what quality preset seems best for your computer. The first time A20 is run it will reset the video options and a preset will be chosen. New Options Include:

  • Anti-Aliasing – Temporal (TAA) is an added choice. It is an advanced rendering technique that smooths edges based on motion
  • AA Sharpening – With TAA on, you can use the sharpening option to increase how strong edges look in the game


The Animation Team has been busy improving the overall animation quality of the game. Some of the animation improvements that have gone into Alpha 20 Include:

  • Overall improvement of First and Third person Weapon hold, attack, power attack and idle animations
  • Overall improvement of First and Third person Tool hold, attack, power attack and idle animations
  • Better 3rd person blending of upper and lower body while walking,  running, strafing and general movement while carrying weapons
  • New Zombie dog animations
  • New Jiggle Tech adds dynamic movement based motion for the following Zombies and Parts:
    • Bloated Tourist – Stomach and overall body fat
    • Cop – Stomach and overall body fat
    • Big Mama – Stomach and overall body fat
    • Lab Tech – Hair, body wounds, dangling hand
    • Soldier – Torso body wounds and torn uniform
    • Mutated Zombie – Acid bubbles on skin, including blended animation
    • Screamer – Clothing, hair and movement of jaw and tongue


Alpha 20 includes a preview of a new dismemberment feature to eventually replace the original system first introduced in Alpha 13. The new feature will allow zombies to have better-looking dismemberment effects, as well as unique effects per zombie.

Visual damage on zombies will differ depending on the type of weapon used to damage them. Blunt weapons can cave in a zombie’s head, while a bladed weapon can slice off the head entirely. Heads and limbs can be chopped off and can be seen falling to the ground, as well as some damage instances displaying custom animations and particle effects.

The initial release will include support added to a small number of zombies, with subsequent updates expanding support to all zombies.


Twitch Integration has been improved in A20 with balance, new commands and a new voting system. We’ve extended our point rewards for subscribing, gifting subs and raids. We’ve also added spam delay to help keep chat cleaner and support for custom events. 

Voting introduces a new dynamic to the integration.  Random polls are introduced, giving viewers options for new buffs and debuffs, attack hordes, and debuts brand new Boss Hordes! If the Vote Hordes eliminate the streamer, all voters receive a set reward.   

Custom Events have been added to allow the streamer to customize their experience when viewers interact. These are based on bits, subscriptions, gift subs, raids and channel point redemptions. These are defined in the twitch_events.xml.

 New features and commands include:

  • New Twitch Voting Mode
  • Progression mode has been improved with balance
  • Many new commands include:
    • #celebrate – It’s a party and everyone’s a pinata. 
    • #dance_off – The Fun Pimps groove, and everyones invited. 
    • #silly – A silly command sounds silly.
    • #reverse – Turns you around 180 degrees.
    • #confuse – Flips the movement controls.
    • #no_robo – No robotic help.
    • #no_explosives – No explosive use.
    • #no_vehicle – Vehicle use is painful.
    • #no_safe – Safe zones are painful.
    • #no_stealth – Bombs go off eliminating stealthy movement.
    • #painting – You see the apocalypse as a work of art.
    • #deafen – You cannot hear.
    • #spawn_mutated – Spawns a Mutated Zombie
    • #spawn_tourist – Spawns a Tourist Zombie
  • Custom Events based on:
    • Bit donation amounts
    • Subscriptions based on months
    • Number of gift subscriptions
    • Raiding with defined numbers of viewers. 
    • Channel Point redemptions

Modding Tools

The Tools Team has been busy the past year improving proprietary tools to speed up internal development and continue to support the 7 Days thriving modding community. Here are just a few of the many tools and modding support improvements Alpha 20 has to offer.

World Editor Improvements

  • When placing a new prefab it is centered with its front side on the position you selected and are aligned with the ground level in that position
  • While moving prefabs around they show a preview of their contents
  • Moving prefabs becomes faster the farther the player is away from them, making it easier to move prefabs across bigger distances
  • Placing/removing prefabs is now managed from the prefab browser known from the POI Editor
  • Show prefab names on the POI selection boxes (can be toggled in the “World Tools” tab)
  • Show info about the selected POI in the ESC menu
  • Prefabs you are close to always show their orientation

POI Editor Improvements

  • Allow highlighting all blocks of a certain type from the “Level Tools 2” tab
  • Allow restricting paint brush operations to blocks within the current selection box
  • Add option to select the biome used for playtesting
  • Debug mode and creative mode are enabled in playtesting by default
  • ESC menu shows the quest tier of the current POI
  • Allow rebinding the keys to change block density
  • Added Paint Surface radial painting option to paint contiguous coplanar surfaces 

RWG Preview and rwgmixer.xml

  • XML support for modding in your own tiles, parts, unique town types, and more
  • New Random Gen Preview tool mix options to support tweaking custom maps to your liking changing many things including:
    • Frequency of Towns
    • Frequency of Wilderness POI’s
    • Frequency of Rivers, Craters, Cracks, and Lakes
    • Frequency of Plains, Hills, and Mountains
    • Global amount of Randomness


  • Added a command line argument “-debugshapes” to get output on which block material / shape combinations are created by the shape system
  • Added console command “placeblockshapes” to easily place all variants of the shape / helper block you are holding
  • Added property “PlaceAsRandomRotation” making blocks get placed in a random allowed rotation
  • Added console command “placeblockrotations” to place the currently held block in all supported rotations
  • Added property “AllowedRotations” to specify which rotations a block can be placed in


  • Clients now allow loading mod DLLs the same way as on the dedicated server – as long as EAC is disabled
  • HarmonyX is shipped with the game to allow patching game code at runtime. In combination with loading DLLs on clients patching game code files should no longer be necessary for almost all mods
  • The mod code initialization call IModApi.InitMod is now passed in its own instance e.g. to get the mod’s base path
  • Class names specified in XMLs now always support namespaces and not having to use any hard coded class name prefix (e.g. custom block classes do not have to start with “Block” in their name)
  • LootContainer references are now based on names instead of numeral IDs, making collisions between mods less likely
  • XUi controls and styles can be shared between the menu XUi and the in-game XUi XMLs
  • The XUi pager now supports showing the max page number
  • Added a new XUi dropdown box
  • XML patch type names (like “insertafter”, “set”) are no longer case-sensitive
  • XML loading and patching shows line numbers on most errors during loading/patching them
  • Added better error messages when using “set”-patches

Server Administration and Multiplayer

To future-proof our game, including allowing us to use the latest anti-cheat and expanding to other platforms later on for future crossplay capabilities, we added Epic Online Services (EOS) to the game. For regular players this should not have any noticeable effect, you do NOT need an account on Epics platforms. EOS only knows your SteamID which is public anyway and matches that to an ID for EOS that is only valid for 7 Days to Die.

The change for server administration is in the user IDs that are used to store data and reference players, i.e. the filenames of user files, IDs in the serveradmin.xml or console output / commands which now refer to the user’s EOS ID.

  • Serverconfig.xml changes
    • Changed default “WorldGenSize” from 4096 to 6144 to match in-game default
    • Added “ZombieFeralSense”
    • Changed default “LootRespawnDays” from 30 to 7 to match in-game default
    • Added DynamicMesh options – see section about Dynamic Imposters for details
    • Added Twitch options – see section about Twitch Integration Improvements for details (? Lathan)
  • Fixed the Server Terminal Window sometimes not showing any output

A20 Changelog b238


  • Biome spawning supports disabling spawn types using POI tags in an area 
  • Commercial, industrial and downtown biome spawning types 
  • Debug menu chunk POI tags 
  • Biped position transferred to model to allow shifting back to reduce wall clipping 
  • Snow grass GOS textures 
  • GOS (Gloss_Occlusion_SSS) texture maps for grass_brown, grass_greenbrown, and grass_greenbrown2 
  • Desert_shrub GOS texture map 
  • Path snapping for when roads run really close 
  • Gyrocopter and motorcycle set player feet IK  
  • Vehicle camera zoom in/out. Uses mouse wheel or controller dpad up/down 
  • Open laptop deco block 
  • Various wine bottle deco setups 
  • Snow, stone, and gravel roughness/specular texture maps 
  • Asphalt roughness/specular texture map 
  • Auto select low quality graphics preset if low RAM/VRAM 
  • Window Store Pane and Window Store Pane Bulletproof blocks 
  • Tree Small Thin Helper 
  • Worldglobal ambientSkyDesat 
  • Wood, Iron, Steel version vor hatches and  cellar doors 
  • Fullscreen exclusive video option 
  • Gfx res console command 
  • Short grass block and it spawns in forest 
  • Forest heavy short grass sub biome 
  • Forest grass variation across sub biomes 
  • Twitch Raid Events rewarding people who raid the streamer.
  • Bit, Sub, Gift Sub, Channel Point redemption events for Twitch. 
  • Twitch Actions that can only be used by Mods, Subs, Broadcaster, or named viewers. 
  • Subs and Gift subs now awards Special Points. Will add an option to configure the amount of points given. 
  • Twitch Commands for Redeeming missed subs/gift subs/bits. 
  • Terrain quality changes distant terrain base map distances 
  • Rad and Feral zombies to radiated spawns 
  • Wall Mirror, Wall Mirror Broken, and 50/50 Random Helper blocks 
  • Emissive color properties to the Entity Tint Mask Shader so it will work properly with the lightLOD script 
  • Vehicle expanded seat mod functionality 
  • Block placement frame shows pink if zero stability 
  • Animal rabbit sleeper 
  • Office Chair Variant Helper 
  • Old Chairs Variant Helper 
  • Bar Stool Variant Helper 
  • Planter with Dirt 
  • Colorized fast food booths 
  • Colorized restaurant booths 
  • Colorized office chair 
  • Parking Meter 
  • Animal chicken sleeper 
  • Weather simrand console command 
  • Loading tip for read/unread recipe books. 
  • AA Sharpening option 
  • Auto setting of graphics quality preset 
  • Temporal antialiasing (and AA Type video option to enable) 
  • Gfx pp taa console command 
  • Cooler update 
  • New player bed roll 
  • Heights vary for grass and plant planes 
  • Grass shape for 4 plane 
  • Offset version of tool box open, closed, and random helper 
  • TrapWindowStoreCornerFull, One, Two, Three, and Four Sided blocks 
  • Concrete and rubble overhang and ramp pieces 
  • Grass distance quality setting also increases grass mesh detail 
  • POI version of the bedroll (Only tan for now) 
  • Loose Boards Block 3×3 Half and Half Offset traps 
  • Loose Concrete Block 3×3 Half and Half Offset traps 
  • Conveyor modular set 
  • Apartment mailboxes 
  • Diner Menu Board and Diner Menu Board Centered 
  • Shopping Basket Set 
  • Plant02 update 
  • Street lights update 
  • Bathtub Set 
  • Gibs/Bones/Gore Decals 
  • Block preview slide to position 
  • Wind simulation speed changes grass and tree movement 
  • Grass and tree wind gusts 
  • POI aaa_5m_round_test to showcase many uses of 5m water tower block set 
  • Weather wind console command and changed wind zone and plant shaders to reflect the speed 
  • Fake Cabinet Door 1×1 and 1×3 Concrete blocks 
  • Sleeper volume global spawn cap per tick 
  • Editor density adjustment inputs are x50 the amount when ctrl key down 
  • Zombies can crouch if low head clearance 
  • Church Bells 
  • #no_vehicle, #no_explosives, and #no_robo to the Twitch actions. 
  • Manhole hatch  
  • Random number helpers with and without zero 
  • Post office signs  
  • Block GndAlign which aligns the block model’s height and angle with a near ground collider 
  • City Signage  
  • Utility pole models 
  • Restaurant table modular set 
  • Add FeralSense option to serverconfig.xml 
  • Post Office Mailbox 
  • Newspaper vending machines 
  • Block placement stability indication (yellow/red) 
  • Modern Casket 
  • Duct Control Panel set 
  • Block preview fades in when block value or texture changes 
  • New Bloodmoon Combat Music 
  • AI head tracking variety 
  • Min/Max size in blocks to rwg mixer xml 
  • End Table Set 
  • Control Panel Set 
  • Fire Hydrant 
  • Tree saplings are now placed with random rotations 
  • New navezgane sign model and PBR textures, better collision 
  • Starter Quests now show nav objects for stones, small trees and birds nests. 
  • Shift + Reload to shapeMenuTip Journal Tip 
  • Improved RWG water border stamp 
  • Improved RWG crater stamps 
  • “screeneffect clear” console command 
  • Improved RWG lake stamps 
  • MinEventActionAddOrRemoveBuff (player cold/hot now uses) 
  • Improved RWG canyon stamp 
  • BlockShapeNew ModelOffset support 
  • Improved RWG hills stamps 
  • Improved RWG river stamps 
  • Safe Set 
  • SDTD  11676 Tarp fences and free hanging tarps 
  • Updated cooking pot, hubcap icons and their mine variants 
  • Bathroom stalls 
  • Laundry carts 
  • Biome weather groups 
  • Weather group fog adds to spectrum fog 
  • Weather group spectrum 
  • Weather console command “d” alias for default on all 
  • “gfx skin” console command to set global skin bone weights 
  • Vehicles are locked when placed 
  • Vehicles will show if locked to you in the tooltip 
  • Snow particle near swirling force 
  • New weather rain calculation 
  • First pass RWG desert biome land border stamps 
  • Update Munitions box 
  • 11823 cooking pot update (also updated hubcap) 
  • 13561 Mine set 
  • Ability to have biome specific world borders for both land and water 
  • Item Explosion.Duration property (Sets life and adjusts particle duration) 
  • Car helper with cars that are 3 wide for flatbed trailer and other places where they need to be centered
  • Terrain cluster spawning parameters to rwgmixer.xml 
  • First step towards randomized biome support 
  • Semi flatbed trailer 
  • Player full body has E_Mesh tag so particles can attach there 
  • AttachParticleEffectToEntity offsets mesh shape particles in front of player if first person view 
  • Ability to have multiple variants of any named stamp 
  • Randomized land border so maps are not always islands 
  • More controls to the RWG Previewer to allow controlling terrain distribution 
  • Generate Town option for checking heightmap output only 
  • Default values and scaling control to rwg mixer 
  • Vulture electrocution motion 
  • Aluminum garbage pallet 
  • Character screen mockup for old and new UI 
  • Wood Bars Corner and Iron Bars Corner recipes 
  • New Raised Bed style Farm Plot Block 
  • Old Stove 
  • Microwave 
  • Toilet 01, Toilet 02, and Toilet 03 
  • King Sized Bed updated 
  • Modular restaurant booths 
  • HD Nurse prefab setup, dismember, motion 
  • Added xml, loc, icons, and enabled read/write for microwaves 
  • Tier 3 Buried Supplies quests. 
  • You can now navigate through the quest tiers at trader. 
  • Can now loot seeds and other misc. items from produce containers 
  • TreeStumpPOI that does not have the StabilitySupport flag (i.e. food pile on top of stump in lodge_01) 
  • Ctrl + num period does a “killall all” command if debug menu is enabled 
  • Retro and Stainless steel Refrigerators 
  • Ambulance and Service Vehicles all models, LODs and Collision 
  • Gamestage console command shows lootstage and biome 
  • HD Screamer prefab setup 
  • Stealth check when player enters an “Attack” trigger sleeper volume 
  • Ctrl+shift+q god casts you backwards 
  • Aaa_crown_test POI that showcases all of the crown molding shapes with examples
  • Aaa_plate_cladding that showcases all of the plate cladding shapes with examples
  • Cube 1/4 4Way Side Centered and Cube 1/4 5Way Centered to the same menu 
  • Modular escalator set 
  • Terrain quality setting adjusts mesh detail at distance 
  • Sided Centered Water Cooler and Water Cooler Bottle 
  • Centered Table Lamp 
  • Traders now dance. 
  • New wood, corrugated metal, and concrete trap blocks 
  • Damaging a passive sleeper clears passive on their volume 
  • Secondary motions to Screamer mouth and body 
  • Localization call for New Random World 
  • Entity tint mask emissive multiplier slider so artists can have more emissive intensity range 
  • Player effect debug panel buffs show “From name/id” 
  • Business Glass Pane 2×1 (Trap) blocks 
  • Base_01.raw is a base image that is stretched over the map to have rolling plains 
  • VehicleManager waits on current save before doing shutdown save 
  • ZombiesForestDowntown, ZombiesDowntown and ZombiesWastelandDowntown biome spawn groups 
  • Wooden Chair, Broken 
  • Old Chair, Broken in various colors 
  • Ground align to centered bird nest 
  • Blue and Red Zpacks drop from tough and boss zombies with slightly better loot 
  • POIMarker tagging to filter POI’s that can spawn in a given POI spawn marker 
  • Custom shadow casters for Medical Cabinet, and Medical Cabinet Empty to prevent shadow holes on the walls behind 
  • Color tinted versions of all 3 mailboxes 
  • Recipes for mailbox variant helpers 
  • Random helpers for all 3 mailboxes and all of their colors 
  • Small Food Pile Random Helper with a 50/50 chance to spawn as air 
  • Corner versions of Domed Trash Can Empty, Full, and helper blocks
  • New catwalk trap blocks and random helpers 
  • Contiguous Surface Fill option to paint brush 
  • New option to make aiming either hold only or tap/hold 
  • Arrows for craft amount continuously increase when button is held 
  • Close out of windows while any textinput is focused with TAB, as long as TAB is your inventory key 
  • Localized compass directions 
  • Allow using the DEL key to delete save games in the continue game screen 
  • F11 triggers DebugShot 
  • DebugShot allows toggling saving of perks on/off 
  • UI Size option limited when running on narrow aspect ratios so the whole UI can still fit the screen 
  • New slider for vehicle camera sensitivity 
  • Twitch loading screen tip 
  • Armor and misc helmet item tags for new armor category in the trader window 
  • Ceiling and table top projector 
  • Dog and wolf stand from ragdoll 
  • “ai ragdoll” console command 
  • Dog and wolf anim clips for knockdown/stand
  • gfx be console command
  • gfx lodbias console command
  • Chunks add LODGroup to window block entities when spawned
  • Block entity minimum cull for FPS boost
  • Held candle light visibility
  • VoteRequirements for buff and progression.
  • Random pitch support to sounds played at a position (like impacts) or in head
  • LighLODHeld flickerRadius which does algorithmic motion (added to candle)
  • Coffin/Casket open & close sounds.
  • Shape MaterialHitpointMultiplier scales a blocks upgrade, repair and harvest values


  • Traders now sell thrown explosives 
  • Adjusted rubbles piles in burnt and wasteland biomes based on ‘s feedback
  • Improved AI wall hit anim blending 
  • Increased pine forest noontime fog from 10% to 15% 
  • Set spider zombie large collider to a short height 
  • Restructured book piles and book shelves loot to lower the amount of paper found 
  • Reduced the chance of finding yucca juice in loot 
  • Reduced the chance and quantity of murky water found in toilets 
  • Balanced snow grass albedo and normal for new foliage shader 
  • Wielded and worn items as well as ammo can no longer be used as fuel for campfires 
  • Snowberry plants now give plant fibers 
  • Removed snowberry plant hover text 
  • Removed snowberries from trader loot 
  • Movie posters changed to glass material like other posters and paintings 
  • Corn on the Cob, Cornbread, and Baked Potatoes now give 10 Food, 5 Health, and 5 Water 
  • Cat Food, Miso Soup and Chicken Soup now give 10 Food and 5 Health (no water changes) 
  • Set Fir2 and Fir2Snow tree shadow casters to Nature/SpeedTree8 to avoid tree shadow clipping 
  • Removed moldy bread from loot, recipes, and items 
  • Replaced moldy bread with sham sandwiches in recipes 
  • Crops no longer downgrade to seedlings when harvested 
  • Player planted crops now give 2 fruit per harvest with a 50% chance of a seed 
  • Reduced the number of POI crop helpers spawning a harvestable crop by half 
  • All traders now have a dedicated 50% chance of having antibiotics for sale on inventory restock 
  • Updated grass_brown, grass_greenbrown, and grass_greenbrown2 albedo and normal maps to work with new foliage shader 
  • Rebalanced desert_shrub albedo and normal maps for new foliage shader 
  • Readded pathing cost of changing directions 
  • Matched terrain concrete specular/roughness to block concrete version for better blending when used together 
  • Removed grain alcohol from loot, recipes, items, and traders 
  • Replaced grain alcohol with beer in recipes 
  • Replaced Chainsaw and Auger icons to reflect new models 
  • Vehicle turn toward camera mode is shared across vehicles 
  • Traders no longer offer quality 1 ranged weapons for sale 
  • Reworked the loot list for cntShippingCrateConstructionSupplies to A20 format 
  • Rebalanced snow albedo texture map 
  • Improved forest ground albedo and roughness/specular texture maps 
  • Updated upgrade path of legacy wood crown 1/2 blocks to use shapes 
  • Removed upgrade path of legacy destroyed blocks and lowered HP for easier replacement 
  • Lowered the HP of destroyed shapes for easier replacement 
  • Removed the upgrade path of legacy IBeams 
  • Burnt blocks now upgrade to wood shapes 
  • Compound bow updated to new mesh 
  • Removed a bunch of debug logging 
  • Lowered 6k world wilderness POI count 
  • Increased min/max tile count for old west 
  • Improved stealth ambient light calculation 
  • Added iron and steel cellar doors as upgrade items to all repair tools
  • CntConstructionSuppliesRandomLootHelper only downgrades to cntLootCrateConstructionSupplies
  • Replaced old conduits with new models, icons, and adjusted harvest
  • Increased sun/moon light angle clamping at dusk/dawn 
  • Improved zombie eye rendering 
  • Made forest lead sub biome more desolate 
  • Set SunLight shadow bias to 0 to prevent sunlight leaks in POI’s, through blocks, and under character hats 
  • Super Corn is worth 8x as much as before 
  • Super Corn is now part of all grandpa’s recipes 
  • Added the wasteland biome to the Fireman’s Almanac Completion perk 
  • Updated the localization of the Fireman’s Almanac Completion perk to mention the addition of the wasteland biome 
  • Rebalanced wasteland spawning to spawn harder zombies 
  • Gateways force a min size of half the poi marker size to ensure all traders spawn 
  • Updated lightLOD script to activate emission properties in Entity Tint Mask materials 
  • Combined traffic light materials into one material and rebuilt prefab in an attempt to fix the lightLOD activation flicker only visible when a second traffic light is added to a scene 
  • Updated endTableLampPrefab to work properly with the new lightLOD emission 
  • Updated all street lights to work properly with the new lightLOD emission 
  • Converted ShaderSwayingGrassSurface.shader to specular workflow, and cleaned out placeholder transition code 
  • Converted microsplat shader to specular workflow and to use modified roughness map for specular to avoid an additional texture array 
  • Updated forest_ground material to look thicker and blend better with the new foliage card assets 
  • Updated deadpinebranch01 textures to be compatible with new shader and added packed GOS map 
  • Updated snowberry textures to be compatible with new shader and added packed GOS map 
  • Updated tallgrass textures to be compatible with new shader and added packed GOS map 
  • Updated tallgrass2 textures to be compatible with new shader and added packed GOS map 
  • Updated tallgrass3 textures to be compatible with new shader and added packed GOS map 
  • Updated tallgrass4 textures to be compatible with new shader and added packed GOS map 
  • LanternDecorLight now places on its bottom by default 
  • Reworked the shapes, UV’s, and icons for the destroyed concrete block set 
  • Standardized all stair shape UV’s and xml UV settings 
  • Removed backpack from player models and preset archetypes. 
  • Optimized BlockPlaceholderMap Replace and BlockValue GetHashCode 
  • Increased forest grass percent 
  • Old Chairs and Office Chairs now pick up as variant helper and stack 
  • Bar Stool is now sold as a variant helper at the trader 
  • Reduced weapon flashlight mod’s light and added shadows 
  • Optimized WorldDecoratorBlocksFromBiome 
  • Reduced the amount of honey harvested from stumps 
  • Various small refactors 
  • Updated Navezgane POI positions in prefabs.xml (Will)
  • Balanced spectrums and world global ambient values in all four biomes 
  • Sky lerp values for shadow saturation reduction and improved contrast 
  • Improved grass shader 
  • Reduced amount and chance of acid found in loot 
  • Added very low chance to find farming and cooking recipes in cupboard loot group 
  • Added low chance to find farming and cooking recipes in mailbox loot group 
  • Updated Navezgane POI positions in prefabs.xml (Will)
  • Removed Metal Letter helper from forge crafting list as these are now in the shape menu 
  • Removed Thin Metal Rails from Metal Fences and Railings helper as these are now in the shape menu 
  • AntiAliasing option Ultra to Temporal 
  • Graphics revision so will reset options 
  • Improved tree specular falloff 
  • Balanced TAA motion blending and sharpness settings to reduce rendering artifacts 
  • High and Ultra video quality presets to use temporal AA 
  • Plants are smaller and have tri plane meshes and two plane aligned colliders like grass 
  • Increased grass random rotations to 8 
  • Grass 3 plane shape into 2 variations 
  • Adjusted harvest events, items, and probabilities of decoCarMotorFlat 
  • Reduced flashlight brightness 
  • Optimized grass mesh generation 
  • Optimized grass collider generation 
  • Increased grass mesh variations to 192 
  • Post Processing balance to improve consistency of darks between ingame and substance 
  • Replaced window trim with new versions to prevent zfighting in house_old_tudor_06
  • Updated window trim in abandoned_house_08
  • Updated global UV xml setting to fix bad paint on cupboardCorner shape
  • Removed deprecated entries for stainless steel polish and resourceInsulator from items.xml 
  • Added shovels to the descriptions of the Miner 69’er perk tiers 
  • Shamway freezers and coolers now use the cooler open/close sounds until new ones are made 
  • Updated localization to say Cooler instead of Freezer for Shamway beverage coolers 
  • Updated shader type on until signs to Autodesk to look unlit 
  • Optimized VoxelMesh (temperature lookup and AddRectangle) 
  • Removed supply crate Graphics/Model objects and improved rotation handling 
  • Removed supply plane Graphics/Model objects 
  • Bed roll no longer giving more fibers back during harvest 
  • Improved block preview frame visibility 
  • Updated UV’s and paint issues with Catwalk Wedge Metal shape 
  • Improved biome wind values 
  • Zombies have their own common prefab without the box collider 
  • Removed old box collider from deer, mlion, coyote, dog and wolf 
  • Change loot respawn and sleeper/zombie respawn defaults to 7 days 
  • Deprecated and removed/replaced old store shelving from all POI’s 
  • Improved chicken, rabbit and snake prefabs 
  • Removed several blocks from recipes.xml 
  • Removed wood and rebar frame helpers from loot.xml 
  • Removed rebar frame helper from traders.xml 
  • Removed or replaced blocks in several POI’s 
  • Increased block density clamping range to allow for a level terrain slope into adjacent blocks 
  • Editor door damage adjustment inputs use +/ 1,10,50,500 like density 
  • Adobe_white block textures update 
  • Updated UV’s on Wedge Tip Half Tee 
  • Replaced steelLogSpike6 with steelShapes:cone in skyscraper_03 
  • Setup small generator with emissive material and light to support code functionality 
  • Inventory to create InactiveItems object on demand 
  • Optimized Entity to not need Graphics/Model objects 
  • Removed prefabEntityNPC Graphics/Model and Physics CharacterController 
  • Optimized BlockShapeNew renderFace 
  • Updated 3×3 loose board and concrete traps to keep paint on outer face (Must paint WEST face of first block to transfer to downgrade block) 
  • Set the writable storage box as the default block for the furniture variant helper 
  • Added random rotations to biome deco plantedBlueberry3Harvest, plantedSnowberry3Harvest, plantedGoldenrod3Harvest, plantedCotton3Harvest, plantedChrysanthemum3Harvest, driftwood, driftwood2, decoCowSkull. Small stones, grasses, and bird nests are excluded as these are too small to notice or have variations already. 
  • Updated default textures for wood and concrete 3×3 destroyed traps 
  • Fixed mesh and UV issues with cube_3x3x1_destroyed_wood 
  • Updated UV’s on farm plot blocks 
  • Recipe for farmPlotBlockPlayer to farmPlotBlockVariantHelper 
  • Removed txName_Drywall_orange (138) 
  • CntModularClosetClosed now downgrades to cntModularClosetOpen after being looted 
  • Beginning quest now using frameShapes:VariantHelpe 
  • Moved metal update in  from blue_rusty_metal to metal_base 
  • Improved onFire smoke particles 
  • Set default light and emissive values for traffic and crosswalk lights 
  • Improved debug menu Show Stability 
  • Enabled debug menu Show Stability on clients 
  • Update paint ID 82 Metal Wrought Iron to match the texture on the newly updated streetLight01 
  • Sleeper volume respawn days to use loot respawn days 
  • Improved debug menu Recalc Stability 
  • Optimized stability calculations 
  • Added lighting sub category to creative menu and tagged POI lights accordingly 
  • Adjusted collision on catwalks to allow shooting through the rails 
  • Enemies have random base hit points. As a result a 1% damage increase from a perk will statistically reduce the number of hits needed to kill enemies. 
  • Updated end table lamp with the new model icon 
  • Doubled the amount of paint given from crafting 
  • Improved block preview rendering 
  • Increased block preview fade in speed and player speed threshold when it hides 
  • Player crafted wood window glass is more transparent 
  • Paint can now also be mixed in a campfire with a cooking pot, but uses more resources than at a chemistry station 
  • Renamed all occurrences of gunRifleT2MarksmanRifle to gunRifleT2LeverActionRifle
  • Reduced map texture size to 2048 
  • Doubled selling price on items at traders 
  • Removed hardcoded Enemy Animal see distance 
  • Moved Game Difficulty, Day Night Length and Day Light Length to General options 
  • Ported HD biker zombie to new character shader 
  • Optimized biker zombie ingame texture sizes 
  • Setup radiated material for radiated prefab version 
  • ZArleneRadiated.prefab to use radiated material 
  • Optimized thug ingame texture sizes 
  • Improved selection box axis selection to include length of line 
  • Optimized chunk collider mesh baking 
  • Car consolidation and cleanup 
  • ConvertDTMtoHeightData to accept a color array to allow threading of the operation 
  • Moved prefab spawning out of DistrictPlanner and into Township 
  • Occlusion manager uses forceRenderingOff instead of enabled 
  • To avoid confusion only the arrows with AP properties show this stat 
  • Increased price of beaker at traders, increased value of chem station 
  • You can install a silencer on a revolver but it’s not going to have the desired effect. 
  • Designed/detailed rwg_tile_industrial_t 
  • Utility_waterworks_01 for RWG. 
  • Remnant_burnt_05 for RWG. 
  • Utility_electric_co_01 updated questable to A20 standards. 
  • Ported HD nurse zombie to new character shader 
  • Optimized nurse zombie ingame texture sizes 
  • Nail gun delay from .73 to .5 
  • Generator now uses coroutines to allow showing progress window and messages 
  • Ported HD business zombie to new character shader 
  • Optimized business zombie ingame texture sizes 
  • Optimized prefab decorator finding prefabs around player 
  • Optimized prefab decorator updating display 
  • Increased prefab decorator update rate and reduced max time per tick to start loading 
  • Concrete Terrain texture remake 
  • Increased sky night time exterior ambient due to post processing balance 
  • Optimized how entity group skips spawning 
  • Changed waterworks from 45×45 to 60×60 for RWG industrial tiles 
  • Oneshot firearms do not display a rounds per minute stat 
  • Updated glass mirror block material 
  • Combined all stoves to one helper block 
  • Combined all microwaves to one helper block 
  • Updated POI’s with stove and microwave helpers 
  • Improved vehicle camera height adjustment 
  • New versions of some existing shape icons 
  • Improved tree specular and roughness shading 
  • Fixed carMixed using the wrong shader 
  • Improved HD Fat ingame color space balance 
  • Improved global indirect lighting and post processing 
  • Updated screen overlay texture for Cold status effect 
  • Updated screen overlay texture for Hot status effect 
  • Adjusted screen overlay for Death event 
  • Fixed shiny b pavers 
  • Reduced copy chunks max time per frame and check time after each display 
  • Updated remaining b materials 
  • Reduced post processing saturation 
  • Reduced desert sky saturation 
  • Less fog when snowy spectrum is active 
  • Adjusted nurse zombie albedo for ingame lighting 
  • Trader prefabs renamed, moved to match ‘s zombie folder changes 
  • Updated red b block material 
  • Set correct eye visibility for feral and non feral burnt zombie prefabs 
  • Set normal burnt zombie material emissive to black 
  • Updated emissive texture channel for ember glow 
  • Added fire particle effects to feral burnt zombie 
  • Removed Cheerleader, Cowboy (Old Timer), and Farmer zombies from all xml files. 
  • Deleted old zombie source art for cheerleader, old timer, and farmer 
  • Cinderblock Wall Remake 
  • Removed Entity Tint Mask color multiply for a more accurate color lerp result 
  • Bar stool from block model to model entity 
  • New custom collider for round table 
  • New custom collider for bar stool 
  • Updated shipping container tint colors due to shader update 
  • Updated tarps tint colors due to shader update 
  • Converted HD Burnt Zombie RMOS to RMOE 
  • Updated HD Burnt Zombie Emissive texture channel for Irradiated and Ember glow 
  • Updated HD Burnt Zombie Emissive color value in material 
  • Optimized character shader by removing gamma to linear conversion 
  • Modified HD Fat intensity of irradiated emissive alpha channel 
  • Hill stamps cleanup 
  • Reduced terrain rubble noise/frequency/saturation 
  • Removed IsTerrainDecoration from tableDynamic due to geo issues 
  • Updated harvest of several blocks that were missing a harvest/salvage/animation property
  • Optimized screen effect 
  • Improved cold and hot screen effects 
  • Adjusted microsplat procedural snow height values to prevent black terrain in deep canyons 
  • Global skin quality from 2 to 4 and added animals/zombies set their quality to 2 if set to Auto 
  • Improved block shape memory use 
  • Player placed table candles can now be picked up as table candles. Destroy/Harvest will give a candle.
  • Improved mesh creation 
  • Optimized parsing of world decorator water xml 
  • Optimized parsing of world decorator water image 
  • Hotel_01 new industrial washer, carts, rag piles, and half block crown. 
  • Global rain to just add to weather group rain/clouds 
  • Biome temperatures to be absolute values 
  • Improved weather temperature ranges 
  • Improved weather biome randomization 
  • Improved biome weather settings 
  • Optimized player weather stat update, stats and cvars 
  • Weather console command values to neg for defaults 
  • Removed weather console command individual defaults 
  • Improved snow particles (type distribution, lighting/blending (lit shader, Far uses near cam fade), rates, sizes, speeds, colliders) 
  • Improved weather temperature variations 
  • Allowed low rain particle counts 
  • Improved weather console command help and info 
  • Improved DMS content randomization 
  • Improved Molotov splash to flame transition and lights 
  • Set creative mode on missingBlock from Dev to None to prevent players from placing them 
  • Removed plateaus as a terrain type as it is redundant 
  • Small map size to 6k as 4k was a bit small once world borders were placed 
  • Optimized and updated character Shader 
  • Updated HD Fat irradiated emissive map 
  • Renamed stamps to match new variant setup 
  • Improved tree harvest fade out 
  • Cull small trees a bit farther 
  • Replaced molotov mesh with new skinned\animated version 
  • Molotov textures replaced with redone PBR versions 
  • Molotov fire effect redone, no longer uses custom shaders 
  • Deleted old custom molotov shaders from project 
  • Optimized MinEffect value calculations 
  • Optimized Entity Stats update to spread work across ticks 
  • Improved terrain block placement rendering 
  • Lowered saturation on dirt impact dust 
  • Adg spawn location of campfire particles 
  • Disabled mesh generator old calculations for block lighting 
  • Improved fallen tree fade out 
  • Improved UMA emission shader 
  • BlockUpgradeRated upgradeRate to clamp at 15 
  • Block TintColor to a Color value (hex or R,G,B in xml) and BlockShapeModelEntity applies 
  • Car blocks and black car prefab to use tinting and instancing 
  • Optimized prefab decorate chunk loop 
  • Bicycle, gyro and minibike to tint shader and textures 
  • New icons for toilets 
  • Block “MeshDamagex” to a combined “MeshDamage” with health values 
  • Old 2D truss blocks now two sided 
  • Particle behavior on AK47 
  • Particle behavior on Sniper Rifle 
  • Moved text in icon for Water POI block 
  • Updated trader_rekt & trader_hugh 
  • Replaced all treeStump blocks with treeStumpPOI in POI’s 
  • 4×4 to use to use tint mask and shader 
  • Allow ParticleOnDeath to be assigned to any block to override material 
  • Changed woodTrellisDiamond to nonclimbable and updated trellis ladder paths in POI’s with woodTrellisSquare 
  • Set random rotation to false for large trees in med and large helpers to prevent clipping into POI’s 
  • Removed treeMountainPine12m from the small tree helper 
  • Updated cocktail waitress materials 
  • Improved laser attachment beam visual 
  • Dismemberment setup added to worker zombie 
  • Updated laser attachment world dot 
  • Updated assault rifle fire effect 
  • Added 1 decimal digit to damage and armor displays 
  • Admin paint brush set to auto fire 
  • Increased armor piercing effect on spears, AP ammo and higher tier arrows. Increased armor piercing effect on perkPenetrator for spears, AP ammo and arrows 
  • Hollow Point ammunition rebranded as HiPower ammunition that has no penalty against armored targets. Shotgun/turret shells have no penalty against armored targets. Recipes adjusted accordingly. 
  • Buff bow and crossbow damage 
  • Increased perkFromTheShadows max light level allowed to 65 
  • Reduced snow biome mountain lion spawn chance 
  • Increased the chance to find seeds in produce baskets 
  • Deleted Tree Prefab POI’s that use to be hand placed in Navezgane and used in biomes.xml Some of these have been in since like alpha 5 
  • Allow sleeper footsteps to make sounds 
  • Ported foliage growth versions to new foliage shader 
  • ModGunMeleeTheHunter adds +25% damage to all animals 
  • Improved cloud blending and animation 
  • Updated localization on store shelves to only display “shelf” on ingame prompts 
  • Improved lightning brightness, timings, position and it updates every frame 
  • Improved how lightning brightens clouds and added random bright areas 
  • Testosterone can now be sold to the trader one at a time 
  • Removed old Madmole Gravestone block texture 
  • Removed old pill case block texture 
  • Removed old drywall_orange block texture 
  • Removed assets for old pole_top01 block
  • Ported coffee_plant, goldenrod, and chrysanthemum to new foliage shader 
  • Player effect debug panel to only show BuffClass if missing 
  • Rebalanced dye colors for vehicles, tools, and weapons 
  • Modified how radiation areas are stamped out 
  • Plains stamp entries in rwgmixer.xml to have 0 iterations 
  • Cloth and scrap armor now repair with cloth and iron, like all other primitive items repair with their core material 
  • Sleeper group S_Zom_Snow renamed to S_Zom_Lumber_Jack 
  • Adjusted the railing colliders on stairs_railing_metal to allow projectiles to passthrough 
  • Skyscraper_03 refactor complete. 
  • Updated model atlas bakes for texture memory optimizations due to entity model conversions 
  • Reduced pew saturation by 50% 
  • Set all nonstreaming zombie textures to streaming 
  • Updated the face assignment of bookcase_empty to allow the helpers to maintain the paint when it spawns empty 
  • Reduced entity garbage gen 
  • Reduced EnvironmentAudioManager garbage gen 
  • Gas Can Stacks are now made with 800 oil shale and unpack to 10000 Gas Cans to make the stacks worth crafting 
  • Updated the plastic barrels to loot for water and not explode 
  • Rolled back all store crate shadow caster scaling due to shadow bias rollback 
  • Steroids should help with broken/sprained/cast/splinted legs 
  • Vultures should not sprain/break legs 
  • Reduced chance for a critical hit to upgrade a sprained limb to a broken limb 
  • Tiered ZPack loot bags now drop with different colors per zombie tier (yellow = regular, blue = strong, red = boss) 
  • Removed treeDeadTree01 and treePlainsTree2 billboard LOD due to repeated blobby resolution issues when quality setting are set to anything other than Ultra 
  • Tanb02 Remake 
  • Adjusted wood/steel/scrap hatch colliders for less zombie head pop through 
  • ZPack Loot Bag Drop Color Tint Shader Support 
  • Player planted grass now uses the short grass when planted 
  • PlantedtreeGrassSeedRandomHelper now uses treeDesertShrub if planted in the desert 
  • Improved ScreenEffects Blur shader look and added less blurring on hands 
  • Removed all items, loot, and quests relating to the quest challenge notes 
  • Player Start Points Editor in World Editor moved to XUi 
  • Added chunk locking optimization from ZehMatt 
  • Default DifficultyTier on POI’s created in the editor is now 0 
  • Made paint all sides option on paint brush available to regular game 
  • Placing blocks in creative/editor does not decrease inventory stack size 
  • Reduced frequency of warning about notrunning (but installed) SteelSeries client 
  • Enabled holiday items in loot 
  • HayBaleBlock recipe now crafts hayBaleSquare 
  • Updated Large Pet Cage to a 1x1x2 multiblock to prevent clipping into other blocks/models 
  • Rounded basic zombie kill xp down from 413 to 400.
  • Pushed back cull distance of forge and campfire
  • Adjusted fade distance of fire and smoke
  • Improved ragdoll blend out
  • Removed old PREGEN worlds and replaced with new versions too early
  • Increased Medium and decreased Ultra Object Quality
  • Increased player’s held light visibility when world darker
  • Improved wording on LandClaimExpiryTime and BedrollExpiryTime comments in serverconfig.xml
  • Increased sound clip randomness and don’t repeat the same clip
  • In A19 items got increased scrapping speed when scrapping to iron. Updated all other scrap actions to the same speed.
  • Rare or progression relevant items can not be scrapped or smelted. This includes crafted workstations, vehicles and their assembled parts, workstation tools like an anvil or beaker and sewing kits.
  • House_modern_05 updated
  • Clamped item stack counts to 65535 when saved
  • “DecorateChunkOverlapping biome null” warning to show chunk
  • Improved path node penalty clamp and added log
  • Updated metal hit metal and metal destroy sounds
  • Adjusted AI destroy area values
  • AI destroy area works on full paths


  • File Cabinet interior is too dark 
  • Vehicle tire smoke being barely visible and improved 
  • Vehicle position stutter on clients if you were not the driver 
  • Vehicle passenger camera started inside vehicle 
  • Entering vehicles causing one frame of camera jump 
  • Vehicle camera broken by flying mode 
  • Chickens and rabbits not colliding with vehicles 
  • Vehicle duplication/VehicleManager issues 
  • Vehicle position/camera jitter 
  • Vehicles ”out of world” accumulating velocity leading to block damage and large movement 
  • Bicycle Stamina Exploit 
  • AI moving forward/back, fishtailing and foot motion when breaking blocks 
  • Zombie collider pushes player 2 meters in the air 
  • Spider landing anims move it into blocks 
  • Spider zombie head going into walls 
  • Fat Cop (cop not in A19) and Fat Hawaiian zombie pathing issues 
  • Sleepers will not update state on fall 
  • More than 255 zombies in a sleeper volume breaks saved game 
  • Sleepers stuck in air and bouncing when spawned on diagonal edges 
  • Sleeper volume not spawning groups as intended 
  • Dropped loot bags prevent you from being able to dig 
  • Stealth was affected by brightness option 
  • Player stealth light level was not set correctly for PassiveEffects LightMultiplier 
  • ADS shaking when far from 0,0 
  • Held torch self light illuminates other player’s held items from far 
  • Held candle not having a light 
  • Player shadows from torches in p2p are crazy 
  • LightLOD could check wrong block position to see if on 
  • LightLOD on held items tried to check blocks 
  • Block damage modifiers for thrown explosives aren’t working 
  • Buffs to entity damage for thrown explosives aren’t working 
  • Explosion obstacle checks to entities had wrong location if origin not zero 
  • Entity Stats Update skipping 1 in 11 ticks 
  • PlayerApplied bleeding kills did not always give XP 
  • Player’s feet floating off the ground 
  • Camera turning getting broken from camera shake 
  • Weapon zoom ignores release if pressed very briefly and other edge cases 
  • Zoomed weapon model does not hide in time 
  • Repeated 3rd person power tool phantom reload 
  • Airdrop smoke plumes replicate and follow the player 
  • World decorator placement check of single blocks could use wrong position if added radius outside the chunk 
  • World decorator would skip subbiome’s prefabs if biome had no prefabs 
  • Biome spawning areas can fail to update 
  • Biome spawning area rect was offset by 2 chunks 
  • Subbiome probabilities were not what was set in XML. Rebalanced 
  • POI random block replacement did not change seeds across y positions 
  • Block preview would continually update if position was shifted and gave CreateMesh original position 
  • Block placement preview textures are not showing correctly 
  • Green selection frame flickering 
  • Delay updating distant POI’s 
  • Terrain artifacts due to close vertices with different vertex normals 
  • Difficult to see axis arrows with highlighted selection  Added line color gradients and 3 pixel line thickness 
  • Quest Event Manager not giving a zombie kill for vultures 
  • Grass and other deco is not properly resetting with quest rally activation 
  • POI resets lead to chunk save corruption from duplicate sleeper volume ids 
  • Supply crate smoke/lights not stopping after landing or load and increased delay to 90 seconds 
  • All turrets target supply crates 
  • Cold and hot screen effects may not show 
  • Small holes in shape geometry 
  • SkyManager time could be out of sync (visual artifacts) 
  • Snow particles jumping as you moved 
  • WeatherManager temperature change freezing if you go back in time 
  • Weather Manager error playing thunder if dedicated 
  • “weather thunder” command to reliably trigger and set position at player 
  • Weather Manager biome randomization pausing if you go back in time 
  • Background cloud not blending with first cloud and raised position 
  • Clear skies while raining at night 
  • “weather clouds” console command not going above .01 
  • Lightning is flickering darker 
  • Lightning was not enabling directional light 
  • Molotov Flame lasting longer than effect 
  • Rotated glass blocks making wrong world space UVs 
  • Possible to see invisible underground UI render with cameras 
  • Chem station was bright in fog (glass) and added crossfade 
  • GlassBulletproofPlateCurved texture issue 
  • TreePineBurntFullMed billboard randomly disappearing 
  • Azalea tree (and 3 other trees) disappears from view at 10+ meters 
  • Trees off console command turning them on and on not turning back on 
  • “stab clear” console command not removing StabilityViewer 
  • Graphics resolution choices are clamped if below 1:1 aspect ratio 
  • Server shutdown errors if world not created or partially loaded 
  • Allocations in Inventory clearSlotByIndex 
  • An audio item with the same key has already been added 
  • ChangeBlocks null error if called by multiple threads 
  • Collected Item List remove error if obj null and update would skip next item on removal 
  • Zombie bear ingame pbr texture value balance, and set correct material properties 
  • Suitcase Interiors are too dark 
  • Exercise Bike is black 
  • Coffee Maker is too dark 
  • Washer Interior is too dark 
  • Toolbox top is too dark 
  • Certain lighting washes out tree LODs 
  • Opaque glow around exit sign letters 
  • Reduced ambulance AO in material due to multiplied texture AO and SSAO causing black interior 
  • Incorrect shading on Soldier Zombie. Also removed feral eyes from radiated variant. ( B)
  • Texture/Lighting issue with zombie Lab Radiated also 4 variants. adjusted map and material values
  • Sometimes a quest at a POI too close to other POI’s can break tiles 
  • Quest activation chunk resets can wipe out neighbor POI’s 
  • TreeDeadTree01 and treePlainsTree2 have inconsistent LOD transitions compared to other trees. 
  • HP ammo does 0 dmg to demo zombies without a lot of perks 
  • Dark camo canvas texture balance 
  • Thug zombie has broken normals. Set Tangents to Calculate Mikktspace 
  • Added caps to the bottom of the pallet bs broke, broke2, loose, and top variants 
  • Balanced bear texture values to work with current scene lighting 
  • Prevent deadpinebranch01 from mipmapping to black in the distance 
  • Snow tree shadow clipping due to tree top LOD culling 
  • Terrain is affected around small prefab in editor 
  • Player lights default to on upon login to dedi servers even though they’re off 
  • Applied correct emissive material to burnt feral zombie 
  • Trader Rekt now remembers how to cuss the player for not buying anything 
  • Rebalanced short grass values due to vertex normal fix 
  • Updated plains stamps with pure black alpha edges for improved blending 
  • In POI fastfood_01 concrete under booth instead of tile as elsewhere. 
  • Loot chest in house_modern_05 a tier 3 POI is unlocked. 
  • Enabling/Disabling twitch actions now saves to saved game. 
  • Advanced wooden bow quickfire syncs weapon the hands 
  • Procedural recoil reduced across all bows 
  • Pipe MG reload sync between hands and gun fix 
  • AK47 reload sync between hands and gun fix 
  • Pistol blend fixes to prevent hands and weapon from not syncing 
  • Iron Crossbow no longer defaults with reflex on 
  • Pipe Rifle silencer model added to prefab 
  • Pump Shotgun weapon model fire syncs with hands when fully buffed 
  • Texture/Lighting Issue with Female Fat Zombie (B)
  • Cannot paint Letter Sign numbers from the front 
  • Stun baton can be charged by striking anything during combat 
  • Sticky arrows persisting through changing game modes 
  • Fat Cop mesh stretching during rag doll 
  • Heal Others Works on Vehicles and Zombies 
  • In certain spots, player can receive stacking fall distance while not falling 
  • Chainsaw chain speed sped up. 
  • Assertion Failed during RWG generation 
  • Forced material ID update for Trader  in order to fix missing materials 
  • Highways sometimes passing through the very corner edge of towns 
  • Gateways only had one highway connection 
  • Only trader hugh spawning 
  • Some road exits not being registered 
  • End table lamp casts no light 
  • Zfighting on spiral stairs 
  • Junk Turret laser clips through block/entities 
  • Added a new loot list with nightstand open/close sounds to prevent wooden desks from sounding like metal/filing cabinets 
  • Prefabs with more than one tag not spawning in RWG 
  • Random integer rolls not returning expected results 
  • Flashlight unholster pose match to hold 
  • Flashlight hold/attack anims updated with new pose 
  • Blown out clouds in snow biome 
  • Changed sticker phone number to a fake “555” number and also optimized
  • Auto Shotgun no longer defaults with reflex attached. 
  • Hunting Rifle bullet no longer lerps into gun during reload. 
  • Bow and Crossbow controller cleanup to prevent breaking while weapon is drawn. 
  • Magnum bullets no longer lerp into gun during reload. 
  • Lever Action Rifle reloadspeed parameter is active for proper scaling of anim. 
  • Tom Clarke can now murder you as part of zombie gen pop and hordes 
  • Several new zombie variants added to spawn groups, the burnt zombie spawner is now gamestaged since that became possible 
  • Oven parts are too dark 
  • Possible to get dysentery well over 100% 
  • Auto Shotgun reflex ADS fix. 
  • Armor crit resist wrong comparison color 
  • Ice machine LOD issues:  
  • Brightened office chair color in material 
  • Adjusted misaligned verts causing seam/marching ants on arch_window 
  • Optimized and adjusted cement/b/wood rubble piles and added a few new smaller rubble pieces based on level design feedback 
  • Wasteland Rubble Piles 
  • Gas_station_10 
  • Misaligned colliders causing painting issues on wooden catwalks on some rotations 
  • Broken beer cooler emissive 
  • Blobby billboard on treePlainsTree2 
  • Window Trim Bottom had some bad verts causing a stray triangle
  • Indestructible terrBedrock mixed with rubble pile in carwash_1 
  • Updated wooden catwalk set to fix collision and painting issues 
  • Quick fixes for Zfighting on small pipe set until they can be remade 
  • Fixed a collision issue with the railings on metal_rail_diagonal and stairs_railing_metal 
  • Fixed odd shading on the top and bottom of catwalk_metal_bent 
  • Seam/marching ants due to verts out of alignment on arch_window 
  • Issues with colliders on floating railings making them difficult to paint 
  • UV issues with pole_support_1m 
  • Adjusted stars count on flag to 50 
  • White oak 22 and 42 prefab need LOD update 
  • Flashing Shotgun Messiah signs 
  • Hunters Journal Vol 3 states that coyotes can be vicious in packs. They do not currently attack in packs 
  • Stack of Lockpicks under wrong group 
  • Incorrect list of attachments on the pipe shotgun 
  • Hero chest in tier 2 POI storeautoparts_01 is locked 
  • Robotic Sledge is too powerful *Before with default settings a player would be 100% with just a single perk purchase. Slowed fire rate so even with all 5 ranks, with 8 running zombies some of them will get past the sledge and reach the player. 
  • ADS for reflex on Lever Action Rifle adjustments 
  • Blend times updated for Lever Action 3rd Person fire/aimFire to hold/aim 
  • Lever Action Fire anim no longer exhibits a bullet sucking back into gun 
  • Hunting Rifle left shoulder clipping fix 
  • Added aim into/out for Lever Action Rifle 
  • Updated hunting rifle anim to hide stray bullet. 
  • Fixed Hunting Rifle jitter during reload 
  • Fixed Auto Shotgun ADS artifacts 
  • Adjusted colliders on stairs hollow metal railing for a smoother transition 
  • UV issues on quarter_t_centered 
  • UV issues with cube_trim_half_split_4sided 
  • Adjusted misaligned verts causing a small gap to be seen in arch_3m_window 
  • Adjusted misaligned verts causing a warped UV issue on Pole0.5m_plate 
  • New Torch use anim. 
  • Made adjustments to office_03 
  • Increased framerate of zoom in/out on M60. 
  • Mailbox 02 is very dark 
  • Spear  added 3rd person stationary fire and adjusted blends on draw to idle for FP. 
  • Pipe Baton Fire anim timing update. 
  • Changed Twitch Action commands to be case insensitive. 
  • Texture/Lighting issue with zombie Snow and no radiated variant
  • Sharp edges on standard terrain used in world editing tools 
  • Demo Z normal map inside of metalness slot, incorrect material tint value, color space balance 
  • Bad UV on treeDeadTree01 
  • Reduced the number of quests needed to complete tier from 10 to 7. 
  • Inconsistencies with eyes among all types of radiated zombies 
  • Fixed UV issues with pillar50CornerSquareBottom and pillar50CenteredSquareTop 
  • AmmoGasCanBundle recipe to use only 80 oil shale (was 800 which can cook 8000 regular ammoGasCan where the bundle is only 1000) 
  • Moved engine harvest to destroy event on decoCarMotorFlat and decoCarMotorFlipped 
  • National park sign can’t be hit by weapons 
  • Added pipe pistol custom aim in/out. 
  • Reworked pipe pistol animation to remove bullet lerping weirdness. 
  • Adg timing on pipe pistol fire/aim fire. 
  • Unable to paint faces of wedge steep shapes due to face assignments 
  • Blend fixes for pipe rifle was causing bullet to get out of sync during reload. 
  • Adding blends in M60 aim to prevent wrist flipping. 
  • Hard to paint inside of awning ramp edge left/right shapes 
  • CommercialBlindTop mesh issue 
  • Moved back LOD cull on window prefabs 
  • Thug zombie animations not working 
  • LOD popping with “cntStoreElectronicsBookShelfSpeaker” block 
  • Mod items in hand look like a piece of leather to other players 
  • Some Advanced Engineering costs reduction aren’t as displayed 
  • CntDryerOpen flicker during LOD change 
  • Reworked all metal catwalk and railing mesh alignments and colliders to prevent player from popping on top of them 
  • Reworked all metal catwalk and railing colliders to make them easier to paint 
  • Fixed weighting issue on Pipe Revolver. 
  • Lighting issue with Zombie Arlene, Nurse, Fat Hawaiian and Yo 
  • Adjustments to Tactical AR aim in/out anims. 
  • House_Modern_16 has a pathing issue (Hernan)
  • Missed destroyed concrete texture in diner_03 
  • Fixed wrench loop on harvest 
  • CntBusShuttle, cntBusSchool, cntBusSchool glass whiteout based on weather snow value 
  • Bar stools wrong scale 
  • BarrelGenPrefab was linked to hazardBarrelsAcidOil material instead of hazardBarrelsGeneral material 
  • Removed wrong icon and baked a new one for the cntBarrelGenSingle00 
  • Rocket launcher 3rd person reload retimed to match weapon anim 
  • Spear cancel glitch blend fix 
  • Radiated biker prefab showing feral eyes 
  • Missing HD Suit radiated material, and updated prefab 
  • Theater_01 missing carpet texture under few seats 
  • Overuse of automatic triggers in POI fire_station_01 
  • Missing texture in store_book_01 break room 
  • Couches clipping into walls at POI “store_bank_01” 
  • Changed material setup on book prefab 
  • Set note item to use correct hold number for book mesh 
  • Optimized the Sedans 
  • Missing glass mesh references for master car prefab 
  • Rotation=5 causes POI imposters to be incorrect 
  • Wilderness spawns locking up when a terrain type position list is empty 
  • RWG random issue 
  • Spotlights and MotionSensors now move to their last known rotation when not powered on chunk reload 
  • Rocket launcher does not show the block damage of loaded ammunition 
  • Little to No Block damage when using rocket launcher (HE Ammo) 
  • Hidden faces/face assignments on wedge60_incline_half_left 
  • No Player Collision with new Gravestone blocks 
  • Please bring cliffs back 
  • Zfighting at barn_02 (window/loot container) 
  • Zfighting at abandoned_house_01 
  • Hidden faces on b_destroyed01 and 02 when adjacent 
  • Street Tiles not aligning vertically 
  • Street Tiles not aligning with terrain 
  • Street Tiles having unintended deadends 
  • Memory bloat when working with images 
  • Country roads missing last point 
  • Prefabs spawning differently even on same seed 
  • Stamp bug with water 
  • Size entry fields erroring on empty string 
  • Null Ref when generating new map from Start Game window 
  • Nail Some Chicks challenge can not be completed 
  • No Player Collision with new Gravestone blocks 
  • Converted HD Rekt from RMOS to RMOE 
  • Enable HD Rekt albedo alpha channel for Subsurface Scattering 
  • Cop cars and black cars using incorrect shader 
  • Burnt Maple trees have bad LOD 
  • SocketException after RWG generation finishes 
  • Burnt zombie eyes not rendering at close range 
  • Shoulder gib location on Hazmat zombie 
  • Face painting issue on stairs_filled_quarter_vertical_uv 
  • Tech Junkie 8 complete needs localization for recipe unlocks 
  • Missing sack mesh for all arrows (handheld/dropped) 
  • HD Burnt Zombie albedo boost for ingame lighting 
  • New chain link fence material goes invisible at a distance 
  • Set flag on RMOE texture to sRGB off 
  • Clipped depth canyon stamp preventing foliage and map colors 
  • Added offset to janitor cart to prevent it from clipping into other blocks/walls 
  • Incorrect/Mismatch paint in POI Diner_02 
  • Changed mesh and collider names from B to N for painting issues on metalRailing 
  • Wrong number on the gas can bundle 
  • Visible sparks on a charged stun baton disappear after switching items 
  • Electrocutioner perk doesn’t add stun time 
  • Inconsistencies in localization formatting for paint textures (i.e. Wood old vs Wood Old)
  • Blade mods can be used on knuckles 
  • XML typos with item modifiers “modGunScopeMedium” and “modGunScopeLarge” 
  • Hunter Mod description is incorrect in regards to tools 
  • HP loss while upgrading blocks with a sprained/broken arm 
  • Blue metal block texture saturation and roughness 
  • Removed albedo multiply in character shader to rebalance ingame albedo intensity 
  • Tier1_buried_supplies had the wrong chance to spawn zombies (from 1 to .25) 
  • Desert Vulture sight raised up above silencer, flashlight/laser/reflex dot in the right spots now. 
  • Player placed lanterns now cast shadows 
  • “house_old_modular_01” Fragile railings 
  • Business_strip_old_03 trash compactor has wrong rotation 
  • Abandoned_house_05 has mismatch in texture 
  • Missing backfaces from depreciated doublesided shader 
  • Missing backfaces from depreciated doublesided shader 
  • Block model desks mesh holes 
  • Changed voxel face culling behavior on window_trim_bottom 
  • Drywall ceiling remake 
  • Bleeding light on flashlight decor 
  • Reworked the mesh and UV’s on Farm Plot Blocks to prevent zfighting 
  • Reworked meshes and UV’s for trellis_diamond.FBX to prevent ZFighting
  • Prefab house_old_gambrel_01 missing paint on roof edge 
  • Clipping monster closet in bungalow_11 
  • House_ranch_07 spikes clipping through front door 
  • Store_salon cntSmall& mediumMedicalPile clips through wall 
  • House_old_modular_05 cntDumpster clipping through fence 
  • Unintended air blocks in terrain of prefab “house_old_ranch_04” 
  • Missing material on pallet boxes tile 
  • Unintended/Missing Paint at “house_old_ranch_04” 
  • Boarded window sheet_4 collapses when walked on (Cabin_08) 
  • House modern 16, incorrectly painted box in attic 
  • House old ranch 03, sleepers not activating 
  • Missing Paint in “bombshelter_01” prefab 
  • Some chimney top design has an si issue 
  • Zfighting in Prefab cemetery_02 
  • Adjusted meshes on fence_broken_1 and 2 to prevent ZFighting 
  • Removed line about repairing flashlights with repair kits 
  • 2 objects clipping each other in carlot_02 
  • Incorrect texture on ceiling at “fastfood_02” 
  • Secured/Jammed drawers in factory_lg_01 
  • House modular 04 window si issue 
  • Church_01 missing paint on blocks 
  • Abandoned_house_03 zfighting 
  • Abandoned_house_03 cabinet clipping 
  • Railings causes issue going thru doorway at abandoned_house_01 
  • Nurse zombie not showing fire particles 
  • Added missing bottom plane to collider mesh for Burnt Wood Block 01 
  • Admin paintbrush playing animation 2x 
  • Unclear message about a perk being disabled by a low attribute 
  • Added xml, loc, and icons for woodRailingCNR to properly upgrade to new metalRailingCNR3d block 
  • UVs on mortician drawer 
  • Fixed geometry on window centered shape 
  • WoodRailingCNR has different shader than other wood railings 
  • Low resolution textures on electronics boxes 
  • Issue with freezer and beverage loot list assignments 
  • Set StabilitySupport to false on tree stumps to prevent placing blocks on them when the terrain is uneven 
  • Fixed block UV for the solidScrapIronFrameCNRRampFiller for downgrades 
  • Treasure chests immune to breaching charges 
  • Fixed scrapIronFrameCNRRampFiller UV and Icon issues 
  • Changed Buried Supplies quest to use Rally Marker. 
  • Spears stutter in flight and when stuck to moving objects for clients 
  • Explosions and fire cause spears to disappear 
  • Some ammo types show +0% Target Armor 
  • AOMv3 book and coffee have no effect on stone axe for the 10% increase 
  • Town tiles can overlap one another, including/cutting in half POI’s 
  • XML for Hazmat zombie feral variant 
  • Fixed arrow position on steel arrow 
  • Town tiles can overlap one another, including/cutting in half POI’s 
  • Starvation/dehydration are not doing much to the player and are inconsistent 
  • Across the board buff to all firearms. HP ammo has no drawbacks, AP is the best ammo type. 
  • Remove durability penalty from AP rounds 
  • Hazmat Zombie missing feral/radiated variant, now spawns ingame 
  • Wood/Steel shutter frame geo no longer drops on use. 
  • Skyscraper 01 is not spawning in random gen 
  • Plains trees look out of place in all biomes except snow 
  • Rebuilt wire tool mesh to accommodate procedural wiring setup. 
  • Manhole anim frame ranges updated. 
  • Compound Crossbow updated to orient laser mod correctly. 
  • Adjusted Compound Crossbow ADS to not obstruct view. 
  • Wasteland terrain shows black around bedrock 
  • Hunting Rifle  hand no longer clips on reload with scope mod equipped. 
  • T1 Loot Rotations 
  • Crossbows now show bolt loaded upon first pickup. 
  • Seeds can bug out and stop the game 
  • Different machines generate different roads/POI layouts 
  • Missing POI’s in downtown tiles 
  • Blade traps attached vertically don’t always show as pink when they should 
  • Adjusted animation on roll up doors 
  • Water anomalies in RWG; memory and bedrock related issues 
  • Generating a second world would not show any prefab previews 
  • RWG generation times still a bit slow, get stuck on 98% generating towns a lot and sometimes fail to generate 
  • Town tiles can overlap one another, including/cutting in half POI’s 
  • Towns still spawning in radiated areas 
  • The part_farm60 used in many farms does not respawn when a quest is done at the POI but disappears completely 
  • Bed headboard and base is too dark 
  • Zombie Joe is too dark 
  • Twitch Window would stop showing while in dialog system. 
  • Some biomes don’t have wilderness paths 
  • Some biomes don’t have townships 
  • In an RWG map if no town in a biome, there will be no roads in that biome 
  • In current RWG, POI’s and towns can spawn in radiated areas 
  • Remove all non forest spawn points 
  • Adjusted wood pallet stack, b stacks, can pallets, and cardboard pallets to avoid vertical clipping 
  • Burnt Zombie Radiated now has green glowing eyes 
  • Texture/Lighting issue with zombie Skateboarder 
  • RWG to differentiate between paths and roads for large wilderness POI’s 
  • RWG is generating Wasteland spawnpoints 
  • Dig quest is using ScoutGSList 
  • In current RWG, POI’s and towns can spawn in radiated areas 
  • Car damage0 versions have shadow issues 
  • Store crates have shadow issues 
  • Bird nest shadow issues 
  • Downtown_filler_plaza_04 Height issue with POI 
  • Pallet blocks are clipping through shipping container blocks 
  • Investigate the tiling texture issue of the shader being used in the prefab/playtest editor 
  • Crash loading XUi control with unclosed parameter reference 
  • Exception when there is no ‘attFortitude’ defined 
  • Unloading XUi textures from files causes errors 
  • Player sometimes spawns within cars on new games 
  • Falling Debris Entities Cause Rapid Damage during FallDuration 
  • Concrete doesn’t dry unless the area is active 
  • Bedroll range only partially protect from quest resets 
  • Items crafted not tracked properly 
  • Cut Gamestage achievements in half 
  • Robotic Sledge scrapping inside causes NRE 
  • Moving prefab up/down too far in prefab editor stretches and breaks prefab 
  • Playtest can not be loaded on exceptionally big POI’s 
  • Prefab editor playtesting saves merging POI’s 
  • World Editor does not show a “SAVED” message when saving 
  • “Save Prefab” message is shown behind the 2nd toolbelt instead of above 
  • Prefab editor playtest button does not ask to save changes before loading the playtest session 
  • Can not start playtest on a newly created prefab without reloading it first 
  • Selection box borders vanishing on move 
  • Selection boxes starting with wrong box color in some cases 
  • Do not allow resizing placed POI’s in World Editor 
  • “Show Unpaintable” setting in Prefab Editor gives undesired effects 
  • Prefab Editor shows old positions after switching POI’s with “Show Quest Loot” on 
  • Rejoining the same Prefab Editor session does not auto party and causes exception spam on client 
  • Trees not spawning correctly with prefab in playtesting 
  • SHIFT+CTRL+V previews are offset if origin point changes in the prefab editor 
  • Exception when trying to run console commands during connect to server 
  • IO error while trying to load serveradmins.xml breaks main menu loading 
  • Error when starting games about invalid country code 
  • Proper log output when reading a distant mesh fails 
  • Quick marker obscured on compass 
  • Text overlapping in generator stats 
  • Search does not retain results in workstations 
  • Dropping something in the middle of Tools/Fuel slots causes the item to be dropped in the world 
  • Using ‘Wear’ command in player inventory resets block preview rotation 
  • Radial menu controller pop up tip displays LS instead of RS for flashlight radial 
  • Radial menus not giving proper visual/audio feedback when using controllers 
  • Category hotkeys (triggers on controllers) can not be used to get back to the ALL category on the creative menu 
  • Errors when switching from one toolbelt slot to another while opening radial 
  • Opening the DebugShot or console windows while an input box has focus makes you enter text in both places 
  • Game preferences carry over from server host files to client single player 
  • Focus search field hotkey (default ‘F’) now working in main menus 
  • Clicking on two different UI elements too quickly is considered a doubleclick on the second one 
  • Loading screen backgrounds are not random on New or Continue game 
  • Server browser showing colors in world names 
  • NRE when clicking on an empty continue game slot 
  • NRE on continue game screen when coming back from a very old version of the game 
  • “Server closed the connection” prompt after player exits game normally 
  • Ragdoll blend out could find self as ground level
  • Using a camera window would make interaction ray collide with self
  • UpdateLightOnAllMaterials running unneeded Update
  • Clients do not see zombies on fire unless facing them
  • Mutated Feral and Radiation versions are spawned at the same gamestage as the standard
  • Molotov and Timed Charge now have proper use anims
  • Heavy FPS drop in city centers
  • Hammer of Sledge Turrets disappears when it touches the screen edge
  • Exception when trying to bind cursor up/down/right to any action in the controls UI section
  • Teleporting from the boss horde fails the event.
  • Running from the boss hordes no longer rewards you a crate.
  • Boss hordes should stay focused on the target player.
  • Boss hordes could fail if someone leaves the party.
  • If any of the boss horde despawns, despawn the rest.
  • Incorrect wording in twitch settings for custom events.
  • User created map waypoints do not display text
  • Rain can be seen inside POIs
  • fixed remnant_oldwest_07 z fighting
  • docks_03 in navezgane is almost full of water now.
  • No flame on candle when equipped
  • Block preview displays wrong rotation for cupboards
  • Explosions still destroy water and drop the block
  • Car block can throw error when exploded
  • AI not attacking when blocked above a ladder
  • AI path grid has missing ladder nodes from origin shift
  • Docks_02 has an SI issue with the bridge sign area.

Video-Policy 04.21.21

The Fun Pimps have updated thier Video-Policy for monezation of Videos and steams.

Streamers can monetize their streams on services such as Twitch and YouTube, and other similar livestreaming or video upload services and programs.  Please see our Official Video Policy at https://thefunpimps.com/video-policy/ for more information and for further details on what these mean and whether you are eligible for either model.