V2.0 Streamer Weekend 06.12.25

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

  • 3 days of streaming
  • 500+ streamers
  • 48+ Countries
  • 20+ languages spoken

Many will be streaming all weekend, and are even giving away free keys to the game! Check their channels for their upcoming weekend schedules. Read on for the Official Release Schedule, Official release Notes Link and the Full List of Participating Streamers.

V2.0 Storm’s Brewing Release Schedule

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

Participating Streamers

Algeria

TheMissingLevel (Arabic)

Argentina

Piama (Spanish)

Australia

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

Austria

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

Belarus

Laimy (Russian)

Belgium

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

Brazil

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

British Virgin Islands

まじお (MAJIO) (Japanese)

Bulgaria

Ezioo_show (Russian)
H3z0 (Bulgarian)

Canada

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

Chile

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

China

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

Cocos

ねこたあき (Japanese)

Colombia

PunistSweet (Spanish)

Denmark

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

Finland

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

France

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

Germany

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EdesLetsPlays935 (German)
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Jones (German)
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Maihopawango (German)
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zoochamp (German)

Greece

iliasGaming (Greek)

Hungary

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India

AvnCaptain (Hindi)
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malayalamtechieslive (Hindi)
pyarsm (Hindi)
RexisLive (Hindi)
xPandaGorex (Hindi)

Indonesia

KendoGunSop (English)

Italy

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

Japan

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

Kazakhstan

RubyAnn (English)
Shnumi (Russian)

Mexico

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

Netherlands

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

New Zealand

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

Norway

SparkleGG (English)

Panama

ELDERSERGE (Spanish)

Peru

adahelgames (Spanish)

Philippines

ohmikiursofine (English)

Poland

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

Portugal

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

Puerto Rico

Circuitotv (Spanish)

Romania

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

Russian Federation

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

Singapore

Vedui42 (English)

Slovakia

Goes (Czech)

SouthAfrica

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

Spain

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

Sweden

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

Taiwan

Tortosie (Chinese)

Thailand

SaltyZombies (English)
simmeow2gether (English)

Turkey

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

Ukraine

DimerDS (Russian)
Survager (Ukrainian)

UK

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

US

2CentsPlus (English)
A1000Years (English)
Aaronrockst4r (English)
AdonisThuul (English)
agony (English)
andiipoops (English)
Arrican (English)
Atheenon (English)
Authent1Kx (English)
avengerUNKNOWN (English)
Aviarylaw (English)
ayreframer (English)
BabzyJae (English)
BeardedMuscle (English)
BearGaming (English)
BeatinBuzzers (English)
BeetleBomb (English)
BimBamGaming (English)
BirchyFruFru (English)
blinkblinkgames (English)
boozin (English)
Burkeblack (English)
CallunaSpitfire (English)
Capp00 (English)
CBThaGreat (English)
ChampionsOfTheFog (English)
CoinFuryTV (English)
ColonelFrosty (English)
Corrupt (English)
DamoDamoEntertainment (English)
Danny26 (English)
dawnrox (English)
Deadpool175 (English)
DeshHere (English)
DirtyOldSocks (English)
Disnof (English)
Ditch (English)
DrPepperVT (English)
Dynodare (English)
eldergoosey (English)
elvictoriosog (Spanish)
ExpaLauren (English)
Falloutgurl4 (English)
Fargassier (English)
FeatheredMalice (English)
Fehstove (English)
Flintgold (English)
FNHUSA57 (English)
FubarPrime (English)
GameSocietyPimps (English)
GamingWithJC (English)
GGgrotesque (English)
GimpyKnee (English)
Glock9 (English)
GREGSCOTTBAILEY (English)
grillmastah (English)
GrimSnaxx (English)
GrubandDub (English)
GunninGamerz (English)
GunsNerdsAndSteel (English)
Halkhan (English)
HatedSquad (English)
HayeGurl (English)
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j0hnbane (English)
JasonBulmahn (English)
Juicebags (English)
JustRobPlays (English)
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V2.0 Storm’s Brewing Release Notes 06.11.25

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

V2.0 Storm’s Brewing Release Notes

Release Schedule

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

Biome Progression

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

Here are the biomes listed in their order of severity:

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

There are seven challenges for each hazardous biome:

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

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

Biome Progression Loot Stage Cap

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

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

Biome Resources

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

Dynamic Storm System

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

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

A Storm is Brewing:

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

Navezgane Update

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

New Zombies & Higher Gamestaged Zombie Classes

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

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

Zombie Spawn Improvements

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

Perk Updates & Rebalance

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

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

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

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

Sledgehammer Saga

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

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

Clothing Cosmetic Options, Twitch Drops & DLC

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

Trees and Foliage Update

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

POIs: The World is Expanding!

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

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

Random Gen Improvements

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

New Hand Use Items

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

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

New Quest Rally Marker

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

Spawn Near Friend

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

Discord Implementation

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

Crossplay on Dedicated Server

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

Serverconfig.xml

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

Audio

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

DLSS Upscaling

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

Performance

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

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

Added, Changed, Fixed Notes

V2.0 b295

Added 

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

Changed 

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

Fixed 

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

V2.0 Storm’s Brewing Release Schedule 05.29.25

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

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

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

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

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

Valentine’s Day Creator Builds 2025 03.12.25

Greetings Survivors,

For February, we had our Official Creators make a Valentine’s Day Base Build to show off their creativity. Here are all the creators who participated.

CalunaSpitfire

https://www.twitch.tv/callunaspitfire

Lyelye25

https://www.twitch.tv/lyelye25

MissDelight

https://www.twitch.tv/miss_delight

Falloutgurl4

https://www.twitch.tv/falloutgurl4

Ookamigames

https://www.youtube.com/@ohkamisan

Kattatonia

https://www.twitch.tv/kattatonia

V2.0 Storms Brewing Status Update 03.05.25

Hey Survivors,

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

V2.0 Status Update


Biome Progression Elemental Survival

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

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

Dynamic Severe Storms

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

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

Perk Updates & Rebalance

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

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

Sledgehammer Saga

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

New Higher Gamestaged Zombies

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

Trees and Foliage Update

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

Crawl out Zombies

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

Navezgane Update 

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

POIs: The World is Expanding! 

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

Audio

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

Clothing Cosmetic Options, Twitch Drops and DLC

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

Random Gen Improvements

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

New Quest Marker System

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


Spawn Near Friend

  • Starting a new save? Choose a friend to spawn near for ultimate teamwork!
  • We’ve added a handy button to go back to the main menu before joining a game – no more getting stuck!

Crossplay on Dedicated Server

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



Winter Patch 12.07.24

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

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

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

V 1.2 Official Release Notes.

RWG for consoles

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

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

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

Rendering performance optimizations

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

Rendering quality enhancements

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

Graphics options for console

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

FSR Improvements

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

Bug fixes

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

Crossplay Frequently Asked Questions

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

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

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

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

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

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

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

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

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

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

V1.2 b27 Changelog

Added 

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

Changed 

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

Fixed 

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

Version 1.3 Update

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

Version 2.0 Storms Brewing Update

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

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

Halloween Build Contest 2024 11.05.24

Greetings Survivors,

For October, we had our Official Creators make a Halloween Base Build as a fun contest. Here are all the winners and participants in the contest.

Winners

Nordmann (1st Place)

Kattatonia (2nd Place)

https://twitch.tv/kattatonia

CautiousPancake (3rd Place)

CallunaSpitfire (4th Place)

https://twitch.tv/CallunaSpitfire

Ookamigames (5th Place)

Honorable Mentions

DimerDS

Falloutgurl4

https://twitch.tv/falloutgurl4

https://www.twitch.tv/videos/2278638053

ElderGoosey

https://twitch.tv/eldergoosey

LuminariaRayne

https://twitch.tv/LuminariaRayne

https://www.twitch.tv/videos/2281853372

Serinatonin

https://twitch.tv/serinatonin

https://www.twitch.tv/videos/2286180531

HorrorQueenHarley

https://twitch.tv/HorrorQueenHarley

https://www.twitch.tv/videos/2286180531

Kehnara

https://twitch.tv/Kehnara

https://www.twitch.tv/videos/2273436528?t=03h05m37s

Miss_Delight

https://twitch.tv/Miss_Delight

https://www.twitch.tv/videos/2281503907?t=00h08m04s

KarebearXP

KimikoVT

Yunakura

https://twitch.tv/Yunakura

https://www.twitch.tv/videos/2289435727?t=01h52m21s

LaCoalicion

MsHoboSlayer

https://twitch.tv/MshoboSlayer

MzFlexx

https://twitch.tv/mzflexx

https://www.twitch.tv/videos/2290659089

v1.1 b14 Stable is out! 10.01.24

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

Check out the full change log below!

b1-b14 Changelog

Added

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

Changed

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


Fixed

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

1.0 is Out! 07.25.24

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

Buy the Game

Buy the PlayStation 5 Game: PlayStation 5

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

Buy the Steam Game: Steam

Pricing

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

Discounts for Xbox One Owners

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

Discounts for PlayStation 4 Owners

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

Console Ratings and Availability

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

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

Patchnotes

V1.0 Release Notes

Bugs and Patching

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

1.0 Launch Details 07.24.24

7 Days to Die 1.0: Twelve Years of Survival

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

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

Launch Times

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

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

Pricing

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

Wish listing

Wishlist the PlayStation 5 game here: PlayStation 5

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

Discounts for Xbox One Owners

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

Discounts for PlayStation 4 Owners

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

Ratings

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

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

Delisting

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

Bugs and Patching

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