The Fun Pimps has officially dropped the Storm’s Brewing V2.0 update for 7 Days to Die, and it’s a big one. This update brings a hefty list of gameplay changes, quality-of-life improvements, and customization options designed to let players shape 7 Days to Die to fit how they want to play. 7 Days to Die originally hit early access way back in December 2013. After a solid ten years of development, the long-awaited 1.0 version finally landed in July 2024. The full 7 Days to Die release saw a huge spike in player activity, pulling in over 125,000 players on Steam alone, with another 70,000 on PS5 and 75,000 on Xbox Series X/S. Recently, the dev has been hyping up version 2.0, teasing features and posting previews in the lead-up to launch.

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7 Days To Die: 9 Best Features Coming With The Storms Brewing Update

The Storms Brewing update is coming to 7 Days To Die soon. Here’s what players can expect to see.

Now, 7 Days to Die Storm’s Brewing V2.0 update is live, and it’s shaking up biome progression in a big way. A new Biome Progression system adds serious environmental hazards to every biome except the Pine Forest. To push deeper, players need to take on seven biome-specific challenges – covering combat, crafting, and more – to earn Biome Badges. These badges boost resistance to hazards, raise loot stage caps, and encourage players to explore the increasingly dangerous biomes, with the Wasteland standing as the most punishing. Each biome now also specializes in one type of ore, making resource gathering more strategic and less random.

Tied into that is a fully reworked weather system called the Dynamic Storm System. Storms are now biome-specific and deadly; Ember Storms, Radiation Storms, and others will chip away at health if players aren’t under cover. 7 Days to Die’s Navezgane has been redesigned around this system, with new POIs, better trader locations, and improved travel paths that align with the new biome loop. Two new special infected, Plague Spitter and Frost Claw, are now tied to biomes as well, and high-level players will find themselves facing stronger, color-coded radiated enemies.

Core progression and perks have also gotten a major pass in 7 Days to Die V2.0. There’s now a General Perks tab where core abilities are available without needing to spec into a certain attribute. Each attribute now has ten perks plus a unique Mastery line. A new book series, “Sledgehammer Saga,” buffs melee-focused builds, while nearly 140 new POIs, including Tier 5 wilderness dungeons, add more exploration options than ever. 7 Days to Die crossplay is finally supported for dedicated servers, and Discord integration is deeper now. On the technical side, V2.0 brings serious performance gains. DLSS upscaling is now in, tree rendering has been optimized, and enemy spawning is a lot smarter. Sound has been added for more in-game actions, and a bunch of bugs, balance tweaks, and backend issues have been addressed to smooth out the 7 Days to Die experience overall.
7 Days to Die V2.0 Storm’s Brewing Patch Notes

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

7 Days to Die

Released

December 13, 2013

ESRB

M for Mature: Blood and Gore, Strong Language, Violence

Developer(s)

The Fun Pimps

Engine

Unity