
The Fun Pimps has officially dropped the Stormâs Brewing V2.0 update for 7 Days to Die, and itâs 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 Stormâs Brewing V2.0 update is live, and itâs 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 â covering combat, crafting, and more â 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 arenât 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. Thereâs 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, âSledgehammer Saga,â 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 Stormâs 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 biomeâs inhabitants and resources. When a biomeâs 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 â Starting biome with no hazards
The Burnt Forest â Combat the hot embers & thick black smoke
The Desert â Overcome the extreme heat
The Snow â Survive the freezing temperatures and windchill
The Wasteland â Conquer the high radiation fallout
There are seven challenges for each hazardous biome:
Wearing specific armor or obtaining the previous biomeâs 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 biomeâs challenges.
Caps are automatically increased when entering into a harder biome
To raise the cap in the current biome, complete the next higher biomeâs 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 â All Biomes (No damage to the players)
Ember Storm â Burnt Forest Biome Only (Damages players)
Sand Storm â Desert Biome Only (Damages players)
Snow Storm â Snow Biome Only (Damages players)
Radiation Storm â 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 âStorm Warning! Seek Shelter!â or âStorm Warning! Leave Biome!â 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 âSeek Shelter Now!â or âLeave Biome Now!â 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 âYou are safe from the stormâ. 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 â 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 â 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 â 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 â 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
Weâve added a brand-new General Perks tab and moved some perks that donât need to be governed by any particular attribute. This allows players to gain certain skills without spending perk points on an attribute their character hasnât specialized in.
Light, Medium, and Heavy Armor
Master Chef
Living off the Land
Lock Picking
Lucky Looter
With those perks moved, weâve 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
Weâll let you discover these details on your own
Some Attributes have new or updated perks
Perception
The Infiltrator â Added ability to pick up various land minds per level
Animal Tracker â Adjusted animals tracked per level and added zombie variants
Treasure Hunter â Added increased dirt damage, reduced damage when near treasure, and more items found in chests
Strength
Grand Slam â Grants the ability to ragdoll enemies with clubs, bats, or sledgehammers while sprinting
Pack Mule â Increases the crafting speed of items in your inventory and adds a chance to ignore physical damage when hit
Junk Miner â Mining tools can harvest more junk resources like cloth, scrap polymers, scrap iron, and more
Fortitude
Siphoning Strikes â Melee kills grant +2 HP per level
Rule 1: Cardio â Levels 4 and 5 grant +25 max stamina each
Agility
Hard Target â Take less damage while moving
Parkour â Added ability to reduce injuries or damage per level
Intellect
The Daring Adventurer â Moved pick two quest rewards to level 5
Sledgehammer Saga
I wanna be⊠Your Sledgehammer! Weâve 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
Weâve 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
Weâve 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!
Weâve added a handy button to go back to the main menu before joining a game â 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
Weâve 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 donât want to or donât 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
Weâve also included Discordâs 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
Weâve 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 Nvidiaâs 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 Nvidiaâs 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 â Bedroll
Inventory UI Audio â Blocks
Inventory UI Audio â Furniture
Inventory UI Audio â Lights and Glass
Inventory UI Audio â Material Blocks
Inventory UI Audio â Misc Wood and Metal Items
Inventory UI Audio â Player Crates
Inventory UI Audio â Various Items
Inventory UI Audio â 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 âUseâ 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: âhasselectionâ to return whether an entry is selected, âhasentryâ whether a list entry UI element has actual data assigned to it
Global XUi binding âis_world_loadedâ
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 âfirst_line_prefixâ attribute that is applied to every new entry
XUi views can specify a padding
XUiC_SimpleButton support for âhoveredâ 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 blockâs 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 â\nâ 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 âEasy Volume Selectâ with âLeft ALTâ by default
Example map of trees for level design
House_old_cottage_01 for
New Lake POI parts
Level design tutorial POI â house_old_cottage_01
New min script examples in aaa_script_entrances
New POI parts for Navezgane
Part_driveway_countryresidential_16
Part_spawner_01 â 06 for new Crawl Out and Trickle Spawn systems
New POI Bunker_00 â 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 blocksâ material feature
Terrain smoothing buttons to POI Editor
General Perks tab to decouple some perks from attributes
Agility â Mastery perk set
Fortitude â Mastery perk set
Fortitude â Siphoning Strikes perk set where melee kills grant 5, 10, 15, 20, and 25 HP
Intellect â Mastery perk set
Perception â Mastery perk set
Strength â Grand Slam perk set
Strength â Junk Miner perk set
Strength â Mastery perk set
Biome terrain layers can randomly pick a block from a list
âterrDestroyedGrassâ distributed randomly in main and sub biomes
Console command and help for âshowhits damageâ to enable Damage Text
Debug Tool for Damage Text that shows 3d numbers on entities each time they take damage â off by default
Debug screenshot âsave perksâ checkbox now also saves buffs and cvars
New setting âAllowSpawnNearFriendâ
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 Bobâs 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 âsave perksâ 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 âFilter small POIsâ 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 zombieâs 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 â 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 â 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 chunkâs 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 iconâs 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 âShow Optionsâ 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 â All perks have been reworked to have 5 levels
Agility â Parkour level 5 now gives âNever take fall damageâ
Agility â Parkour reduce stamina cost of jumping by 10, 20, 30, 40, and 50%
Agility â Parkour safe distance by 1, 2, 3, 4, and 5 meters
Agility â Run and Gun hip fire improved by 5, 10, 15, 20, and 25%
Agility â Run and Gun movement speed penalty reduced to 40, 30, 20, 10, and 0%
Agility â Whirlwind levels reworked to 5, 10, 15, 20, and 25%
Strength â Big and Fast levels reworked to 5, 10, 15, 20, and 25%
Book â Firemanâs Almanac Vol 1 now adds a chance to find more water in loot
Book â Urban Combat Vol 05 no longer grants full land mine immunity, but has a trigger delay of 2 seconds
Fortitude â All perks have been reworked to have 5 levels
Fortitude â Lightning Hands levels reworked to 5, 10, 15, 20, and 25%
Fortitude â 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 â All perks have been reworked to have 5 levels
Intellect â Calculated Attacks levels reworked to 5, 10, 15, 20, and 25%
Intellect â Daring Adventurer 2nd quest reward choice moved to level 5
Intellect â Daring Adventurer quest duke bonus reworked to 5, 10, 15, 20 and 25%
Intellect â 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 â All perks have been reworked to have 5 levels
Perception â Animal Tracker levels reworked with new animal unlocks and now including zombie dogs and zombie bears
Perception â Quick and Perceptive levels reworked to 5, 10, 15, 20, and 25%
Perception â The Infiltrator levels 4 and 5 with trap damage of -60 and -75%
Perception â The Infiltrator levels 4 and 5 with trap delay of 3 and 5 seconds
Perception â The Infiltrator levels reworked with landmine pickup on level 5
Perception â The Penetrator levels reworked with level 5 now penetrating four additional targets
Perception â Treasure Hunter level 3 now grants 50% reduced incoming damage when near buried chests
Perception â Treasure Hunter level 4 now adds additional dukes and cash to all buried chests
Perception â Treasure Hunter level 5 now adds an additional weapon, armor, or rare item to all buried chests
Perception â Treasure Hunter levels 1 and 2 reworked with dirt damage of 50 and 100% more damage
Reworked ânoteDuke01â 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 Rektâs 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 â 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 â 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 âfootstepsâ now play for all materials
Crawler zombies could move too far visually into obstacles
Graceâs âbodyâ collider was on the wrong joint so she couldnât 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 âEâ 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 â 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 isnât 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 â 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 â 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 playersâ armor piecesâ 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 âONâ state when they should be âOFFâ 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 âONâ state when they should be âOFFâ during a restore power quest
Radiated vulture vomit starting position
AvatarAnimalController finding transforms twice during spawn
Clients are unable to loot any containers with âEâ 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 youâre 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 shouldnât 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 âcraftingâ 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