Advertise with Googlier.com 7 Days to Die https://7daystodie.com The Survival Horde Crafting Game Mon, 02 Nov 2026 20:00:37 +0000 en-US hourly 1 https://7daystodie.com/wp-content/uploads/2016/04/cropped-7dtd_site_icon-32x32.png 7 Days to Die https://7daystodie.com 32 32 V3.4.0 Stable https://7daystodie.com/v3-4-0-stable/ Mon, 02 Nov 2026 17:09:38 +0000 https://7daystodie.com/?p=3780

Hello Survivors! 

Digging through a packed backpack in the middle of a horde is about to get much easier. V3.4.0 adds a search bar and filters to your backpack and containers, so you can find what you need in seconds. Stay alert, spend less time searching, and more time surviving! 

We have now deployed a hotfix on all platforms to address the issue causing crashes in multiplayer games. This hotfix also addresses the locked inventory slots resetting after closing inventory.

Known Issues: 

  • Locked slots reset after closing inventory; we are currently testing a fix and will deploy a fix as soon as they are certified 
  • A possible NRE when generating chunk decorations (new games only) 
  • Euthanizer perk triggers but doesn’t work 
  • Item sell number might not display correctly 
  • Unable to consume items from Campfire 
  • Not able to join a p2p or server on Mac with French language selected for client 
  • If player changes Language options in MacOS the game will freeze and throw an exception making player force quit game
  • Joining a dedicated server or p2p game on 3.4.0 b6 or later may transform some resource items from a client’s 3.3 inventory into different items. This is a one-time indexing error.  

V3.4.0 Changelog:  b10 update

Fixed an issue that only impacts tooling internal to the game. This change should not affect your experience.

V3.4.0 Changelog:  b9 update

New Features 

  • Search and filters for backpack and containers: A new search bar in your backpack and containers lets you type an item’s name or filter by category to find it quickly. 
  • Recover lost drones from traders: If your drone gets stuck or goes missing, you can now ask a trader to recover it for you.   

Changed 

  • Updated for backpack changes: Night Stalker Vol. 4, Steroids, Chicken Nuggets, and the completed Fireman’s Almanac set have been updated to work with the new backpack inventory capacity changes. 

Fixed 

  • In multiplayer, the “boosted” icon no longer shows up on items that aren’t actually boosted. 
  • Players are once again able to sell the 10th item from the hotbar 
  • The game launches again on macOS with Easy Anti-Cheat enabled. 
  • NRE when turning in the White River quest has been fixed 
  • Vehicle inventory is no longer scrollable when it should not be (scrollbar now accounts for installed storage mods) 
  • Shift + Left Click now moves items into dropped zombie bags and airdrops without errors. 
  • Missing block backgrounds in the scrollable backpack have been restored (legacy block texture previews in soft-clipped NGUI panels) 
  • Drones no longer circle the player when placed 
  • Fixed a rare issue where linking a Discord account could lock you out of logging in. 
  • GetSandboxOptions not printing changed values when printing all options 
  • Sharing quests from before V3.4.0 no longer causes issues
  • Locking inventory slots is working again
  • Duplicate localization file issues
]]>
V3.3.0 Stable https://7daystodie.com/v3-3-0-stable/ Mon, 05 Oct 2026 17:29:49 +0000 https://7daystodie.com/?p=3770

A lack of inventory space got you down survivor? 
Well, worry no more with the new Bigger Backpack system! 
Craft, loot, or buy your way to a bigger inventory today! 
 
V3.3.0 also introduces a new inventory grid size of 8×6. 
That’s 4 rows of free-to-use slots and 2 rows of encumbered slots. 
A total of 48 slots which is 3 more slots than the legacy 9×5 grid. 
Backpacks come in Small, Medium and Large sizes with 6 quality levels each. 
Equipping a backpack into the new Backpack slot will grant the player additional encumbrance slots up to a total of 96 slots in an 8×12 grid. 
The Pack Mule perk and Armor Pocket Mods can then remove the encumbrance.  

V3.3.0 Changelog  

Added 

  • Added multiple toolbelt pages for use in Prefab Editor. Added a new toolbelt xml that defines through data the amount of slots, rows, and pages 
  • Increased inventory size based on backpack items 

Changed 

  • Switched ItemActionRanged.TryExecuteAction to virtual to keep mod compatibility 
  • Optimized prefab cells data to use native memory 
  • Updated rancher footstep SFX from barefoot to having footwear 
  • Improved bug reporting when players are stuck in the loading screen. Reduced stuck cases and simplified respawn logic. Some conditions which could previously hang respawning now have timeouts that prevent a soft lock. 

Fixed 

  • Item background no longer flickers when moving into storage 
  • Moving inventory item stacks no longer triggers both ‘pickup’ and ‘place’ SFX 
  • Workstation now updates prompt for items to collect 
  • Setting drop on death to Equipment no longer causes equipment duplication on death 
  • Fixed a possible rare deadlock between threads which could occur if a chunk-straddling MultiBlock was placed/removed/updated at the same time as the save system attempted to process culled (reset) chunks. 
  • Vehicles now again properly check for inventory contents before allowing pickup on dedicated servers. 
  • Dying while reloading no longer bugs out the weapon 
  • Fixed a possible exception edgecase in RegionFileManager 

Known issues:  

  1. A possible NRE when generating chunk decorations (new games only) 
  2. Euthanizer perk triggers but doesn’t work 
  3. Item sell number might not display correctly 
  4. Unable to consume items from Campfire 
    1. Need to be transfered to backpack first 
  5. Not able to join a p2p or server on Mac with French language selected for client 
  6. If player changes Language options in MacOS the game will freeze and throw an exception making player force quit game 
  7. Unable to sell tenth item from Hotbar 
  8. Changing to bows, crossbows or knuckle items before while in 3rd person and then changing into 1st person will cause the item to float in front of you.  
    1. Workaround: Changing the active toolbelt slot in 1st person fixes the issue 
]]>
V3.2.0 Stable https://7daystodie.com/v3-2-0-stable/ Wed, 26 Aug 2026 17:05:56 +0000 https://7daystodie.com/?p=3760

Heads-up, Survivors. You’ll be seeing more drops like this one – 3.1, 3.2, and beyond – coming your way more regularly.

We’ve built a dedicated team focused specifically on these smaller updates, with one goal in mind: delivering bug fixes and quality-of-life improvements more consistently between our major releases, alongside new cosmetic content.

Most importantly, this team is separate from the teams building our major releases. These updates aren’t taking resources or focus away from major development. Work on v4.0 continues in parallel and is moving along well, while this dedicated team focuses on improvements we can get into your hands sooner.

We know major versions take time to build right and don’t come around every week, so we want to keep delivering more improvements in the time between them. The open Trader doors and Combine Station UI rework are good examples of the kinds of improvements we want to deliver more regularly.

And we want you to help shape what comes next. Soon, we’ll be sending out a player survey where you’ll be able to tell us which quality-of-life improvements matter most to you. Make your voice heard – your feedback will directly help us prioritize what this team tackles next.

The goal is simple: more fixes, more quality-of-life improvements, more often.

And plenty more ahead.

Changelog for what changed since V3.1.0 (b10 Hotfix in bold):

HONK HONK!!!

Trader doors can now be opened with your vehicle’s horn. While all outer doors will react to them, not all of them will fit your vehicle! An onscreen text will let you know when you are close enough to interact with the trader’s door by honking.

Better Combine Station Visuals

We have reworked the combine station UI to make it easier for players to see what their result will be and what the final stats it will have.
A plus will indicate that an item was combined in the combine station. Players will now have to hit a button to combine items.

Changelog for what changed since V3.1.0:

Added

  • New buff icons for chicken stress events
  • Custom POI’s should be pushed to client from server (server pushes a minimal metadata package to client)
  • Using the vehicle horn open will now open the outer doors at traders
  • New door variant oldWoodDoorNoHonk for use in Trader interiors
  • Property “AllowDecorations” to separate world decoration in POIs from TraderArea setting

Changed

  • Updated requirement logic for cooking pot, cooking grill, and anvil to prevent a held one from influencing the cook time
  • Set IsTerrainDecoration to false for the campfire to allow it to morph terrain like other blocks
  • Auto turrets no longer support stability
  • Auto turrets can no longer be placed on walls
  • Updated the junk loot list to provide cotton when Crop Yield is set to none
  • Updated general trader inventory list to include a chance for cotton
  • Timid animals have improved threat detection
  • Updated some Chinese localization strings for clarification
  • Optimized sleeper spawn checks for player visibility when players are far
  • Commented out screamer spawns in screamer scout groups in entitygroups.xml to prevent screamers from calling other screamers
  • Replaced interior oldWoodDoor with oldWoodDoorNoHonk in Trader Rekt, Hugh, and Joel
  • Removed obsolete prefab property AllowTopSoilDecorations

Fixed

  • NRE when exiting game after client drops Chicken
  • Chicken stress increases when player is on a ladder even if they are still
  • Chickens can no longer be moved to different toolbelt slots after being picked up
  • Unable to craft lower tiered items after they’ve been unlocked
  • Demolition zombies not exploding from client damage
  • Rabbits running too slow
  • Permadeath does not grant Base Skill Points upon death
  • Loot Max Tier clamps user mods
  • Entities can cause blocks to collapse during chunk resets
  • Failed to search EOS servers popup
  • Trader progression gets stuck
  • cave_05 can fail due to quest boundaries inside POI
  • Fixed: Issue with some player gear textures using too much memory
]]>
V3.1.0 Henpocalypse Release Notes https://7daystodie.com/v3-1-0-henpocalypse-release-notes/ Mon, 27 Jul 2026 17:06:44 +0000 https://7daystodie.com/?p=3754

3.1 Stable is officially live on PC, PlayStation, and Xbox.

The coop’s built, chickens are ready to collect, and feathers are ready to craft. BOK.
If you’re playing on a dedicated server and can’t connect yet, you will need to select the correct branch, Default Public Version which is the v3.1.0 stable, available now!
Big Beak Armor Set releases Wednesday.

Important Notes about this Stable Release:

  • Sandbox Options for enemy and animal Density and Respawn rates have been split into day and night settings. Due to this change, please check your preset codes to make sure they are still valid. Invalid codes may default some or all settings. Official Presets have also been updated with this change in mind.

The Henpocalypse V3.1.0 Update Release Notes

  • Chicken farming in the apocalypse is harder than it sounds. First you have to sneak up on the fowl. When that fails, give chase until you catch it. Then defend your raucous, fidgeting feathered friend from zombies all the way back to base. Place it in your Chicken Coop workstation for a steady supply of eggs and feathers. Rinse. Repeat. Now you’re an apocalyptic chicken farmer.
  • The Chicken Coop includes three tool slots:
    • Brooding Lamp: Speeds up production and chicken maturation
    • Chicken Run: Lets chickens hunt for bugs, cutting feed cost by 50%
    • Nesting Box: Unlocks chicken breeding and adds nesting slots
  • Once you catch a chicken and add it to your Chicken Coop, you will need to feed it by crafting ‘Rekt’s Chicken Feed’ made from Corn and Rotting Flesh.
  • In addition to capturing and carrying chickens, a new Chicken Stress event mechanic has been added for flavor. By default, when your captured chicken reaches 100% stress, you drop your chicken and a special event is triggered based on your game stage. These new events range from dropping your chicken to angered zombies to angry chickens! A sandbox option is available to tune these events to your liking.
  • Along with the new Chicken Coop Workstation comes four new Chicken-Centric Recipes including:
    • Chicken Nuggets
      • Crafted from grilled meat, feathers, corn meal, and animal fat. Not only are the nuggets filling, they temporarily remove encumbrance.
    • Chicken Wings
      • Crafted from domesticated chickens, corn meal, eggs, oil, and honey. Grandpa’s favorite wings give you temporarily boosted melee damage and infection immunity.
    • Ash Chicken Stew
      • Crafted from domesticated chickens, mushrooms, corn, coal, and water. Comes with plenty of food, but has no smell to zombies.
    • Roadrunner Chicken Jerky
      • Crafted from domesticated chickens, yucca fruit, nitrate powder, and beer. A moderate amount of food that temporarily boosts your run speed, beep beep.
  • The Big Beak cosmetic outfit, originally worn by Nana’s Famous Chicken Mascot, will be available Wednesday, July 29th. Cluck and load. Cock-a-Doodle Doom.
  • We’ve added new Sandbox Settings. Note: Existing custom presets may require updating with these new additions.  New Sandbox Options:
    • Chicken Coop Time – Speed of production
    • Chicken Coop Yield – Amount produced per cycle
    • Chicken Coop Input – Required feed amount per production cycle
    • Chicken Stress Event – Controls events when chickens get stressed
    • Density and Respawn rates have been split into day and night options
    • Density and Respawn types have been split into enemy and animal
    • Infection Chance – Controls chance to get infected
    • Hunger Multiplier – Rate of food consumption
    • Thirst Multiplier – Rate of water consumption
    • Stack Size Multiplier – Max size is capped at 30,000 for all items
  • We’ve added 4 new Loading Screen Images to the game replacing the old ones where the tooltips are displayed.

V3.1.0 b14 Changelog: (Hotfix entries in bold)

Added

  • Sandbox options for ChickenCoopTime, ChickenCoopOutput, ChickenCoopInput, InfectionChance, HungerMultiplier, ThirstMultiplier
  • New Chicken attack SFX
  • Option to keep Discord DM notifications audible while in game
  • Button to cancel Discord login when login would block all input on Xbox Consoles
  • Button to unlink Discord account when login fails for cases of lost Discord account access

Changed

  • Biome Respawn and Biome Density Sandbox Options to Day and Night values.
  • Enemy Density and Respawn Sandbox Options do not increase rare biome spawns like Chuck and Rancher
  • Localization sync for Russian language
  • Adjusted Chinese localization for clarification
  • Localization for The Fireman’s Almanac Vol.2 to align with new mod quality levels
  • Simplified Chinese localization sync
  • Updated Official Sandbox Preset codes to include new Day/Night Density and Respawn settings
  • Zombies can now target and chase rabbits and chickens
  • Solar Cells are now in loot to allow players a way to find them when Trader options are turned off
  • Replaced a Boar spawn with Bear and balanced environment in house_construction_02
  • Updated trader and loot lists to include Diamond Blade Tip mod

Fixed

  • Increasing Sandbox Option for Dew Collector Time could instantly fill collectors
  • EndofStreamException and corrupted game from converting copies of saves to v3.0
  • Clients were unable to see results from getsandboxoptions console command
  • EOS exception in TileEntityNetPackage during POI reset
  • Serverside EXC related to memory stream
  • Battery Banks caused light bleed in adjacent rooms
  • Robotics could break after being combined
  • RequirementItemModTier did not check for null in slots
  • Player inventory data could be sent to server when nothing had changed
  • Cursor is now hidden on camera displays for Motion Sensors/All Turrets
  • Could not change controller icon style without changing any other option
  • Workstation UI Turn On button was on wrong layer
  • Workstation slots were not selectable after opening for a short time
  • Server Filter would not show all available filtered games
  • Filtering long paged lists no longer cause single null entry if an item from a later page was selected before filtering
  • Prefab Editor Help screen tab was overflowing
  • NRE when saving audio options
  • Server Browser list totals did not add up in some cases
  • Corruption when rapidly loading/unloading multiple chunks
  • Could not link to Discord account on second system if already linked on another
  • Celebration Sandbox Option no longer blocks shared XP
  • Players were unable to paste a Sandbox Code when already in an Unsaved preset
  • Editing Tools UI could stick and overlap other UI
  • Game invites not working correctly
]]>
V3.0.1 Stable Release https://7daystodie.com/v3-0-1-stable-release/ Mon, 13 Jul 2026 17:14:39 +0000 https://7daystodie.com/?p=3745

Hello Survivors!

V3.0.1 is now Stable with fixes for several reported bugs.

The 7 Days to Die team would like your feedback in a Player Satisfaction survey.

We encourage you to be as honest as possible in letting us know how you feel about the game in
general and Version 3.0 in particular. The information and answers provided are anonymous, not shared with any third-party, and will not be used for purposes other than survey analysis.
Access the survey here: https://www.surveymonkey.com/r/NZW9KHZ

Here’s what changed since V3.0.0 b259:

Changed

  • Sign Tech error handling improvements

Fixed

  • Several issues related to the Beachwear Cosmetic
  • Several male and female outfits missing arms
  • An issue in the Sign Tech system that could cause ArgumentNullException errors when joining a game
  • Item max degradation can be reset by restarting game and rejoining a server
  • Zombie loot bag name and missing inventory action buttons
  • Dedi client Biome zombie kills with Celebrate do not count towards Kill Challenge
  • Error in console when a client kills with celebrate turned on
  • Players can take PVP damage with no killing settings under some conditions
  • Cannot pick up user-placed items at claimed trader
  • Airdrops not dropping at night when sandbox setting is set to “night”
  • Splash screen message can be seen behind main menu load
  • Localized text overlapping on player screen
  • Typing s while searching in shape menu can unintendedly favorite a shape
  • Unsaved Custom Preset Summary does not always update last changed item
  • Door frame in downtown_filler_30 cannot be damaged
  • Changing RWG preview quality after returning to the screen causes an error
  • Prefab Editor part name in POI marker editor is overlapping
  • World Editor was visible on consoles
  • NRE when receiving NetPackageLockRequest
]]>
V3.0 Experimental https://7daystodie.com/v3-0-experimental/ Tue, 16 Jun 2026 00:46:00 +0000 https://7daystodie.com/?p=3732

Hey Survivors! The V3.0 Experimental Release is live now!

Here is how you participate:

  1. Select that and wait for the game to download
  2. Right click on the game in steam
  3. Click on properties
  4. Click the “Game Versions & Betas” tab
  5. The drop down menu will have latest_experimental available <— you want THAT

To read the Release Notes, please click here.

The Survey is now closed. Thank You for your participation!

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

  • Sandbox options crafting yield resets amount upon closing inventory

]]>
V3.0 Streamer Weekend https://7daystodie.com/v3-0-streamer-weekend/ Fri, 12 Jun 2026 02:45:29 +0000 https://7daystodie.com/?p=3715 Hey Survivors,
We are pleased to announce that 7 Days to Die V3.0 Dead Hot Summer Streamer Weekend Event will begin: THIS FRIDAY, June 12th at 12 PM CST. Fans will have a ton of great options to see all the new features & content of 3.0:

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.

V3.0 Dead Hot Summer Release Schedule
Streamer Weekend – Friday June 12th – Sunday June 14th
Steam Experimental – Monday June 15th
Steam & Console Stable Release – Monday June 29th (Barring Show stopping Bugs or Cert Issues)

Participating Streamers

Algeria

TheMissingLevel (Arabic)

Argentina

Piama (Spanish)

Australia

Azza_and_Cookie (English)
c3nturion9 (English)
CautiousPancake (English)
FranticDan (English)
HorrorQueenHarley (English)
jawoodle (English)
Koeko (English)
LifeIsAGame (English)
tangofrags (English)
theRealShooKon3 (English)
Viktoria (English)
Zla_lili (English)

Austria

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

Belgium

Adwuin (French)
Azghaaar (French)
Manonolita (French)
The_Experience_Network (English)

Brazil

Andarilho (Portuguese)
BlackouTv (Portuguese)
Drakink (Portuguese)
FamintoGamer (Portuguese)
furyseiva (Portuguese)
HagarB (Portuguese)
JascaGames (Portuguese)
joaozoid (Portuguese)
Jojomortal (Portuguese)
leokaos (Portuguese)
Maveco (Portuguese)
MedusaGeek (Portuguese)
mmmontanhez (Portuguese)
oabeljoga (Portuguese)
oPontifeX (Portuguese)
OsSpardas (Portuguese)
papaidiogogaming (Portuguese)
Pathy (Portuguese)
StealthyPlayerTV (Portuguese)
ZaffaGeek (English)

British Virgin Islands

MAJIOOON (Japanese)

Bulgaria

Ezioo_show (Russian)

Canada

AliArena (English)
animeprincess (English)
AtomiKGameZ (English)
CrypticFox (English)
Cuda87 (English)
eggieweggievt (English)
FloppySword (English)
FuriousRamsay (English)
Gameedged (English)
Genosis (English)
iMaGaMinPoTatO (English)
itsnikkinii (English)
JiaKimchi (English)
KnightKnowledge (English)
KnowlieKanole (English)
Lumun (English)
NexIncendiary (English)
NightmareNexus (English)
NotAGamerGaming (English)
OzpinArk (English)
ReAnimateHer (English)
SeenaCrash (English)
Skippy0330 (English)
StoneLegion (English)
Sturgie_Pooh (English)
TheLocalBrickShop (English)
TreyKatxo (English)
Vanora (English)

Chile

emmy_sckarlett (Spanish)
estefidrj (Spanish)
Hatecrew171 (Spanish)
J.C. (English)
quinnzell21 (Spanish)

China

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

Denmark

PandaPerfect (English)

Finland

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

France

Akalas (French)
ArtheonTV (French)
bourrinator (French)
Chaeli (French)
Fireiice (French)
Frekigery (French)
Geralt_Roughnight (French)
Jackplay (French)
jpouille_et_jess (French)
kaililou (French)
katayoga (French)
krystaltv_ (French)
Lynallya (France)
Miss_Delight (French)
MISS_ROFL (English)
Mllejoulie (French)
MotionGaming (English)
nebhul (French)
OuabiGaming (French)
PwnZ (French)
Raunok (France)
Shaynis_tv (French)
Soma (French)
STAF_52 (French)
Tatastrophe (French)
TimourGaming (French)

Germany

Abraxsus1984 (German)
akaMarci (German)
anhgezockt (German)
bbgames17 (German)
Captain86er (German)
Carnifexed (German)
D1rtyD3vil (German)
DangerseekerTV (German)
DarkBlondii (German)
EdesLetsPlays (German)
edopeh (German)
floppz (German)
FrauZockersucht (German)
FyroGaming (English)
Gerrit (German)
giconGames (German)
GrumblesTheDwarf (English)
GTimeTV (German)
Jones (German)
LawlessJane (English)
Maihopawango (German)
ManukiVT (English)
MomoMcLeod94 (German)
Nastus1 (German)
nerdgrrrl (German)
Phenexa (English)
schweini (German)
STENGERT (German)
Svepejo (German)
Ticeclubtv (German)
vischuh21 (German)
Wautscher (German)
WildAnnie (German)
yunakura (German)
Zombieslvbacon (German)
ZombyraLive (German)
zoochamp (German)

Greece

iliasGaming (Greek)

Hungary

Hapha Cross (Hungarian)
jatszoter (Hungarian)
ViluxYT (Hungarian)

India

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

Indonesia

Otakurei (Indonesian)

Italy

Ian91Twitch (Italian)
MorganScreams (English)

Japan

Akipiyo (Japanese)
altra_sagara (japanese)
Azuki (Japanese)
BiGNiCONiCO (Japanese)
DanMomi (Japanese)
genki0618 (Japanese)
IIDAPOCHI (Japanese)
KalipayGaming (Japanese)
kkrt5an (Japanese)
KotokiRou (English)
Kukumaru (Japanese)
Lucacy (Japanese)
Macksan (Japanese)
MAKAMIROUKAKU (Japanese)
medeamedic (Japanese)
Mercigames (Japanese)
MiLKMAN (Japanese)
momose (Japanese)
namamono (Japanese)
nicochannel (Japanese)
onikanataku (Japanese)
ookamigames (Japanese)
Paccio Games (Japanese)
RiderSurvivalGame (Japanese)
Riepeko (Japanese)
Rin NakumaVT (Japanese)
Riseupplus (Japanese)
Ritorun Ch.りとるん (Japanese)
ryo1 (Japanese)
sakueda (Japanese)
sakuyou (Japanese)
sarutube612 (Japanese)
Sasamishi (Japanese)
SashisugiAisu (Japanese)
ShinChannel (Japanese)
syarutan (Japanese)
Ukkiina (Japanese)
Uninorem (Japanese)
YanoAyano (Japanese)
yohira (Japanese)
Yuzunoki Momi (Japanese)
るるたんch♡瑠璃菜るる(Rurutanch) (Japanese)
レイラちゃん (Japanese)
猫研あいお(aionekotogi) (Japanese)

Kazakhstan

Kanalie (Russian)
Shnumi (Russian)

Korea

ajejema (Korean)
Kim & Nana’s Gaming World (Chinese)

Mexico

DonAdrian_ (Spanish)
LaCoalicion (Spanish)
ReynaKhaoz (Spanish)
ShakotsuVT (Spanish)
Tartaja (Spanish)
xLOKILLOx (Spanish)

Netherlands

DD1GG (English)
DragonBeaz (English)
LobitoGamingTV (English)
SerTachyon (Dutch)

New Zealand

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

Norway

SparkleGG (English)

Paraguay

TheBoredWatcher (German)

Peru

adahelgames (Spanish)

Philippines

EstibPLAYZ (English)
ohmikiursofine (English)

Poland

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

Portugal

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

Puerto Rico

Circuitotv (Spanish)

Romania

TzanleXGaminG (English)

Russian Federation

badrocktv (Russian)
BaelStream (Russian)
BoJl4eHoK (Russian)
Camper (Russian)
DeshPlay (Russian)
E1YZE (Russian)
Games’n’Grumble (Russian)
KRABO LAND GAMES (Russian)
lexon1 (Russian)
NOFEX (Russian)
parabellumpk (Russian)
VikaMccline (Russian)

Singapore

Vedui42 (English)

South Africa

JeansGaming (English)
LadySh4rk (English)
lightninggaming (English)
Mon EvenStar (English)
otterlady (English)
Reach Gaming (English)

Spain

7Desafiosurvival (Spanish)
Andariel (Spanish)
Biiigtula (Spanish)
BuckFernandez (Spanish)
ChloeSaurasCrafts (English)
Codecod (Spanish)
Desperado_gaming (Spanish)
DessertpunkWhite (Spanish)
Duvries (Spanish)
eryuyu (Spanish)
JhinkDGS (Spanish)
Kasiri (Spanish)
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]]>
V3.0 Dead Hot Summer Release Notes https://7daystodie.com/v3-0-dead-hot-summer-release-notes/ Thu, 11 Jun 2026 20:42:43 +0000 https://7daystodie.com/?p=3708

Dead Hot Summer V3.0 Update Release Notes

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

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

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

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

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

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

Take Command of the Sandbox 

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

The Arms Race Begins with Magnitude

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

Signs for the End of Times

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

Points of Interest (POIs)

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

A Fresh Interface for a Brutal World

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

In your Crosshairs

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

Sun’s Out, Guns Out!

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

Modding

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

Sandbox Options

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

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

Server Admin notes for Sandbox Options and legacy property removal

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

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

  • Some outfit have messed up arms for males and females

Changelog for up to b259:

Added

  • Game Difficulty setting converted to Sandbox Presets
  • SandBoxCode property to serverconfig.xml
  • Add Continue Game option to opt into a full reset of all unprotected chunks
  • Add server command to trigger a full reset of all unprotected chunks
  • Added warning when trying to load save game from older major version
  • XML declarations to all xml files
  • Button in the Player Cosmetic screen to remove all cosmetics
  • Item compare shows stat boost improvement if that stat would be better when combined
  • Trader doors now tell you when it will open if its currently closed
  • Trader Open/Close time to the Map screen
  • Some calendars and clocks will show Day and Time
  • Player can craft calendars and working clocks
  • Working clocks rotate their hands to match world time
  • Extract method to take all smelted materials if you switch from Smelter to Recipes for forge
  • RWG biome layout “Circle 2” which doubles each biome
  • RWG biome generation growth has some random search variation
  • RWG town planner will try to make a small town with tighter space rules when a normal town does not fit
  • RWG previewer Generate World button changes to Cancel during generation
  • RWG preview step for terrain
  • RWG shows biome preview as soon as it is generated
  • Creative menu search filter supports starting the name with #1 to #6 to generate items with only that quality
  • Moon light brightness is reduced by cloud thickness when the graphics brightness setting is below 50%
  • Add audio notification on consoles when create save data prompt appears
  • Player versions of Mini Beverage Cooler and added them to the Appliance variant helper
  • Wedge60 Tip Steep Wedge60 Incline 1/2 Left and Right to the shape menu
  • Apiary SFX
  • New drone voice for existing VO lines
  • Drone VO for attacks
  • Drone stun charged SFX
  • Grace and Zombie Boar SFX
  • Snake slithering SFX for different surfaces
  • Zombie Boar sleeper blocks
  • Armor Impact Sounds
  • Items with boosted stats show an orange star on their icon or if modded show the gear as orange
  • Combine Station to create a merged item of the best quality, durability and stats
  • Additional values to allow original insane difficulty and more skill gain rate options
  • industrial_strip_01 – Palo Verde Brickworks
  • industrial_strip_03 – BONG Auto Parts Manufacturing
  • A setting that allows a limit on in-game FPS
  • Zombies have a chance to land hard and take regular and unclamped damage from a fall
  • XUi system_time binding returning the current local DateTime to allow showing real world time on the UI

Changed

  • Updated signs in most POI’s with new “Sign Tech” signs
  • Splints and Casts will now treat sprained limbs
  • Updated the descriptions for sprained arms and legs to instruct the use of splints and casts
  • Updated the descriptions for Splints and Casts to include the treatment sprained limbs
  • Updated the description for Craft Splints challenge to include the treatment sprained limbs
  • Updated Gunslinger perk to boost the loot chance of .44 magnum ammo
  • Insulated Armor mods are now labeled like clothing: Tattered, Patchwork, and ThermaCore
  • Insulated Armor mods have quality tiers
  • Updated icons and loc for Insulated Armor mods
  • Cigar Mod has quality tiers and a stat page
  • Updated tags for The Hunter mod to allow it to be installed with Rad Remover mods
  • Removed extra bookworm rolls in several loot lists that already have one in the junk lists
  • Set the Weight property on toolAnvil to allow them to be scrapped or smelted
  • Bellows and Anvil tool mods have quality with progressive stats. Both will automatically change to Q1 when loading a save game. Can only craft Q1 to promote loot exploration and trader interactions
  • Increased Economic value of Bellows and Anvil tool mods x2
  • Updated qualBaseTemplate to include Q6 items and removed/replaced q6Template
  • Set loot spawn parameter random_durability to false for Bellows and Anvil tool mods
  • Increased chance of all forge tool mods in Working Stiffs crates and Destroyed Forges
  • All forge tool mods can now be found in Hidden Stash and Construction crates
  • Lowered the MaxVoices and MaxRepeatRate for the forge_item_complete sound due to anvil craft speed increases
  • Tempered Blade mod is now installable into Augers and Chainsaws
  • Master Chef Dumpster Diver now has a chance to find more seeds in dumpsters
  • Max lockpick breaks capped at 14, the 15th lockpick always unlocks
  • Lockpicks break at a more uniform rate
  • Exploding arrows, bolts, and land mines no longer use duct tape
  • Added a lens to the motion sensor recipe
  • Updated tags on Silencer and Muzzle Brake from barrelAttachment to barrelTipAttachment to allow them to work with the Barrel Extender Mod
  • Removed wall clock from Appliances variant helper to be a standalone item
  • Apiary can no longer be scrapped or smelted to match other workstations
  • Improved AI jumping checks for overhead obstacles
  • Reworked the loot lists for toilets
  • Adjusted loot probability templates to allow items to show earlier in loot
  • Removed ignore_loot_abundance=”true” to allow the various Sandbox Options to control loot abundance for vanilla loot. Was not removed from Twitch related loot
  • Restored Q6 item probability chances in various loot quality templates
  • Reworked loot probability and quality templates to allow quality loot to match crafting progression a bit closer
  • Updated several loot lists to include abundance_type for Sandbox Options
  • Removed power attack stat from the player torch
  • Updated Metal Furniture block variant helper with new Locker Colors
  • Forge open and close volume balancing
  • Bunker Woman Voice
  • Bunker Man Voice
  • SysAdmin Voice
  • Lowered Auger and Chainsaw impact SFX volumes for metal, concrete, wood, and organic
  • Updated trader stage templates with Q6 entries
  • Updated trader inventories with Bellows and Anvil tool mods based on new qualityItems trader stage template
  • Item Loss on Death changed to allow choosing Toolbelt and/or Backpack
  • Reduced the MaxDamage of Burnt and Abandoned “stripped” vehicles from 1000 to 500HP
  • SupplyCrateEntityPrefab.prefab uses new VFX art
  • Trees destroyed by explosions fall in random directions instead of north east
  • Improved small deco spawning near Oversized Blocks e.g. car blocks often had noticeable bald patches around them
  • Removed server settings from serverconfig.xml that are now part of the Sandbox system and are set by defining a SandboxCode in the config instead
  • Updated serverconfig xml MaxSpawnedZombies and BloodMoonEnemyCount comments
  • Renamed Localization.txt to .csv
  • EntityGroups.xml converted to structured XML
  • Updated probability formatting on a few entries in entitygroups.xml
  • Moved WebDashboard system from external mod to internal code
  • Enable cloud saving for PC XBL. Players can optionally store their game saves and generated worlds in the cloud or on the local device
  • Sleeper Volume properties window: Added scroll bar to script input
  • Improved cloud lighting from the moon
  • Moved Vehicle options to Misc
  • Optimized chunk mesh generator
  • Replace XML properties that use pipe | with nested XML classes
  • Banned dot characters ‘.’ from existing in XML property names when parsed into DynamicProperties
  • XML StaticSpawner prefab properties obsolete and removed
  • XML output file from RWG, Generation properties changed to class structure
  • XML ToolCategory sub-properties changed to class structure
  • XML PlantGrowing sub-properties changed to class structure
  • XML Map.Color property renamed to MapColor
  • XML CropsGrown.BonusHarvestDivisor property renamed to CropsGrownBonusHarvestDivisor
  • XML ItemsOnEnterGame sub-properties changed to class structure
  • Refactor TileEntityLootContainer and children into composite TileEntities. Refactored BlockLoot, BlockCarExplode, and BlockCarExplodeLoot into composites
  • Composite features in block definitions can be changed without compromising existing save data
  • Refactor LandClaim to use TEFeatureStorage
  • Migrated TE Player Signs into Composite features, TEFeatureSignable & TEFeatureLockable
  • BlockPlaceholder.xml to allow weights greater than 1
  • Large POIs sometimes take too long to reset for quests
  • New RWG district creation algorithm
  • RWG previewer to show the generate status in the title bar
  • RWG previewer generation runs as a task allowing the UI to remain active
  • Optimized RWG stamp loading
  • Optimized RWG and world radiation memory use
  • Optimized RWG water data handling
  • Optimized RWG stamping speed
  • Optimized RWG height copying
  • Optimized RWG preview mesh creation
  • Untagged lot_industrials from countrytown and countryresidential
  • Reduced RWG rural tile percents
  • Replaced short guardrails for tall ones in many RWG tiles
  • Increased AI distance they will attack a target above them
  • Bucket collects water from further away
  • Removed ‘HitInfo’ from ItemInventoryData with the goal of phasing it out entirely, simplifying the transition of player inventories to use TransactionalInventories
  • Storm prefab changes, render alignment to Local, initial speed to align with new direction and come at camera
  • Removed old non-timesliced POI reset path and console command
  • Metal is now default graphics API on Mac
  • DirectX12 is now a supported graphics API on Windows, but is not set as default
  • Updated Russian localization for statUndeadDamage to clarify the direction of damage in relation to undead entities
  • Updated stun baton to not ragdoll zombies when Nerd Tats buff is active and not using a repulsor mod
  • Fixed close SFX when looting an air supply
  • Sleeper volumes to never respawn instead of at 30 days if loot respawn is set to never
  • Increased animal and zombie falling damage when in ragdoll

Fixed

  • Lab zombie excessive arm ragdoll after death
  • Zombies being crippled would not change their walk type until they jumped
  • Zombies would lose their crippled walk when crouching ended
  • Celebrate and Headshot modes now do not affect passive animals
  • Animals could climb ladders or float on ladders
  • AI would try to jump when at their move destination and it was off the ground but within their reach
  • Updated Zombie Boar and Grace with missing zombie tag
  • ExperienceGain property in the wrong location for zombieSteveCrawler
  • 3rd person Shovels are slightly offset
  • Pickaxe 3rd person pose was clipping by default
  • Ally status gets automatically removed
  • Hot and Cold weather screen effects do not persist on relog
  • Disconnecting players would not drop their tool belt items if attached to a vehicle with drop on quit
  • Auto-complete harvest challenges when harvesting is disabled
  • Data Management Client Player names are EOS strings
  • Players moving up stairs can get stuck or slowed going through a doorway
  • Shotgun Messiah Vol 7 perk not working
  • Smell does not fully clear in water on clients
  • Player smell values were not being saved properly
  • Smells remain after smells are turned off
  • Physician perk not working client to client on dedicated server
  • First aid kit and sewing kit not working on client to client heals
  • Striking a tree as a client causes an ArgumentNullException
  • Players can use the copy shape command to by-pass and use bulletproof glass shapes
  • Guns don’t reload fully if ammo is split between tool belt and backpack
  • Character creator doesn’t catch same names with different casings, throwing an NRE
  • Honey Tea, Honey Brisket, and Honey Glazed Sham count towards the Infection challenge
  • Honey Tea counts toward the Dysentery challenge
  • Smells from multiple players was using the farther player for AI notification
  • Tagging issue to allow Breaching Slugs to work on Treasure Map Chests
  • Updated logic on biome hazard reducers to allow speed boost when biome progression is off
  • Jumping above a zombie will frequently cause them to enter destroy area mode
  • Repair tools no longer contributes to the scrapping challenge
  • Ragdoll of players is not respecting set duration and now uses half the duration an AI would receive instead of always 1 second
  • Changing the RWG Preview Quality has a high chance of crashing Steam Deck
  • Chunk biome decoration did not mark the south neighbor chunk’s area as occupied
  • Grass heavily bleeding into asphalt when placed outside of roads
  • Rarely chunk decorating could throw a biome data error, blocking chunk updates and then the world may not reload
  • Moon cloud glow was not centered on moon
  • Fixed water meshes using legacy generation logic in builds. Activated NEW_WATER_MESH define by default. This improves water mesh generation behavior and performance
  • Frequent memory cleanup hitches while chunks generated
  • Sleepers had too short of a kill off timeout
  • RWG residential tiles were often in town centers instead of commercial
  • Terrain missing near water
  • Chunks regenerating after delayed updates may not update all layers in the same chunk
  • Error during RWG gen when POI prefab XML doesn’t have the PrefabSize property
  • Height map processing doesn’t allow for lowering terrain height and copies heights incorrectly for prefabs with blocks below the ground level
  • RWG preview error with street tile stamp if missing road shape
  • Flipped localization for Left/Right tall guardrails
  • Electric Fence Post rotation goes out of alignment
  • Multiblock helper rotation would sometimes not visually match placement rotation
  • Trees sometimes don’t fall over or make a sound when harvested
  • Misaligned verts with pipe_corner
  • Issue that would hide faces on arch_curve_top_double_bottom
  • Ensure non-support blocks fall properly during building collapse
  • Volume balancing on some Trader Hugh lines
  • Vending machines are missing interaction SFX for other players
  • Pipebomb and dynamite ignite sounds play once when using the item, and a second time when the item is thrown
  • SFX for landing fired more than once when playing in Multiplayer
  • Pump Shotgun sound effects didn’t play in 3rd person
  • Grenade pullpin SFX was triggered more than once when pressing the RMB
  • Stun baton didn’t play the right SFX (according to its charge level)
  • Removing Land Claim didn’t play the corresponding SFX
  • Loud volume of trees falling
  • Recog grab and place SFX liquid when should be pills
  • Lower volume when firing an AK-47 or M60
  • Item_stack controller rounds fractional pixels to floor int
  • Editor save not triggering when only door lock state has changed
  • Added guards to chunks during copy that may have been unloaded from chunk sync
  • Wrong casing in gameevents.xml for twitch_blastResist
  • Replaced second onSelfBuffStart trigger for Drone Buckethead gameevent with onSelfBuffUpdate
  • Gravity actually resets between different worlds
  • Set PumpShotgun and LeverActionRifle to use fixed speed instead of ReloadSpeed parameter
  • Playstation DualSense Edge controllers are now recognized and supported on Windows and Mac via USB, and Linux support via SDL is unconfirmed but may work
  • Connecting a Dualsense controller on windows after the game starts now still gets trigger effects
  • Trader quest tier reset when all quests are done could happen early or not at all
  • Debug screenshots no longer include Tile information
  • Player armor visually unequipped on death
  • Prefab Editor: Highlight Blocks auto re-enables when loading a POI
  • Fixed issue with KeepOpen packets and TwoWayDictionary can now manage mutable hashes (e.g. TileEntities)
  • Multiblocks that cross multiple chunks could cause stability issues
  • Forward holding positions cause pauldrons to clip badly into the arms on the Samurai Outfit
  • F11 debug block info very small when running high resolution
  • Vehicle lights are out of sync and sometimes turn back on
  • Buried Supplies generate in POI bounds causing fail on activation
  • XP Modifier was using the wrong value set
  • Water in RWG maps can initially be missing
  • Changing ammo type mid-reload plays broken reload animation
  • PS5: Server Browser List can cause “Rate limit exceeded” TRC check warning
  • Unable to undo “replace paint” action in prefab editor
  • Cannot zoom in close on borders of Navezgane map
  • An issue that could duplicate items in vehicle inventories
  • Rally markers may not show for other players
]]>
V2.6 Stable https://7daystodie.com/v2-6-stable/ Wed, 01 Apr 2026 19:39:58 +0000 https://7daystodie.com/?p=3693

Hello Survivors!

V2.6 Stable is here with a group of fixes, tweaks, and gameplay changes.

Here are some of the highlights:

We identified the reason for the severe hitches in cities and were able to address the issue.
Dew Collectors now require jars as “fuel” to produce water.
Jars no longer require the crucible to be crafted.
The default jar refund chance is now set to 60%.
Zombie XP has been re-balanced based on type, HP, and Damage.
Added tougher biome spawn zombies to the snow and wasteland biomes.

Changelog:

Added

  • Discord friends’ sessions now appear in server browser’s friends tab
  • Replaced properties list for zombie xp values at the top of entityclasses.xml
  • Added Roaming sounds for animalChicken and animalChickenHostile
  • RWG town planner removes some connections between pairs of districts to increase the amount of T, L and Cap tiles
  • Radiated, charged and infernal mutated zombie’s ranged attacks now have increased distance, speed and different patterns
  • Enemy AI now play an alert sound when they run away from either an entity or being hurt
  • RWG conversion of one L tile to a Cap per district group unless the group would split
  • Stag and Doe now have roam and alert SFX

Changed

  • Removed the Bone Knife requirement from the Harvest Animals Challenge
  • Updated loot list parameters to include ignore_loot_abundance=”true” for construction crate, hidden stash, and buried treasure
  • Adjusted spawn groups for the snow biome to include Radiated, Charged, and Infernal Chuck zombie variants
  • Adjusted spawn groups for the wasteland biome to include Radiated, Charged, and Infernal Mutated zombie variants
  • Increased the snow biome gamestage_modifier from 2 to 3 and gamestage_bonus from 20 to 30
  • Increased the wasteland biome gamestage_modifier from 3 to 5 and gamestage_modifier from 30 to 50
  • Adjusted the wasteland weather with new hot and cold events
  • Refactored zombie xp progression based on zombie HP and Damage
  • Reduced block damage on zombieSteveCrawler and zombieMaleHazmat hands to align better with other zombies in their group
  • Adjusted various zombie HP values to align better with other zombies in their group
  • Increased player kill XP
  • Removed legacy “Boss” EntityDamage passives from Radiated Utility Worker and Radiated Businessman
  • Updated chuck hand variants with new boulder projectiles that have progressive entity and block damage
  • Updated loadingTipApiary to warn about closing the Apiary instead of when opening it
  • Dew Collector requires jars as a “fuel type” to produce water
  • Crafting jars no longer requires the crucible
  • Updated the hit mask override on chuck zombie hands from arrow to rocket to prevent boulders from passing through bars
  • Gyrocopter can now have 5 mod slots (requires a new gyro to be crafted)
  • PC/Mac/Linux now use an uncompressed texture for the road splat map for higher quality blending
  • Increased dire wolf and zombie bear hearing and sight ranges
  • Increased mutated zombie ranged attack damage
  • Bears can now fit through 1x2m openings
  • Snakes now play footstep sounds
  • Improved terrain blending where topsoil is removed
  • Disabled allharvest HarvestCount penalty on several melee weapons to allow basic resource harvesting such as plant fibers, wood, and stone
  • Updated harvest tags on several blocks for perkJunkMiner
  • Updated oreWoodHarvest tag to only be applied to wood, stone, ore, clay, and sand
  • Updated localization for armor perks to describe their loot boosted items
  • Separated the dew collector and apiary fuel windows in code and XUI
  • Dew Collector output now has 3 rows for a total of 9 slots
  • Replaced old buff names used in logic for Stage 2 storm buffs
  • Reduced completion requirements of several medical challenges to 5 – If the challenge cannot be redeemed, one additional cure will trigger the completion
  • Updated comment for BiomeProgression property in serverconfig.xml

Fixed

  • Reasons for severe hitches in cities were identified and fixed
  • Paint rotation on baseboard in hospital_01
  • Switching Challenge tabs should no longer cause them to flicker
  • Large Quest Generators now display their smoke particles correctly
  • Localization keys for shapewedge60TipTrimQuarterLeft2Sided and shapewedge60TrimQuarterRight2Sided were flipped
  • Localization typo in some quest reward bundle descriptions
  • Removed debug logging of friend IDs
  • Vultures on a dedicated server would only attack once
  • ChangeBlocks could set the wrong neighbor block’s topsoil to broken
  • AI targeting range for nearest player was too short and inconsistent
  • Bear attack was hitting before animation hit
  • The spawner source was set after the entity was spawned in four cases
  • RWG mixer was using mountains instead of burntForest_mountains
  • Tagging issue that would prevent Legendary Parts from spawning when any armor perk was active
  • Apiary fuel is no longer lost when the apiary is picked up
  • Progression bar no longer resets if fuel is removed from collector class workstations
  • Shift-Click for “fuel” items in the collector class workstations is now working
  • Set the default jar refund rate to 60%
  • Floating platforms on growing trees are no longer possible
  • Issues with adding/removing vehicle storage mods and item loss
  • Large ragdoll forces no longer launches small animal corpses long distances
  • Sleepers had too short of a kill off timeout
  • Rogue Armor Set cowl would not show correctly
  • Road texture blending on low settings when a new world is first loaded
  • Third person character speed was affected by god mode speed modifier when it shouldn’t be
  • Improved quick swap slot assignment when scrolling through toolbelt on controller
  • Issue resolved with hitches in big cities
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TFP Joins Behaviour Interactive  https://7daystodie.com/tfp-joins-behaviour-interactive/ Tue, 24 Mar 2026 15:01:10 +0000 https://7daystodie.com/?p=3689 Survivors, 

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

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

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

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

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

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

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