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7 Days to Die News

Beloved zombie game 7 Days to Die gets huge 2.0 update filled with deadly events

7 Days to Die is easily one of the most popular zombie games on Steam. With more than 250,000 user reviews at an 88% score, it sits at a 'very positive' rating on Valve's storefront. Fellow undead experiences like Dying Light and DayZ have more reviews, but The Fun Pimps' own survival game is still doing extraordinarily well. After a 1.0 launch last year, though, the team behind 7 Days to Die is showing no signs of slowing down. The stable version of the major 2.0 overhaul is finally here, and it turns the game into an even more reactive experience.


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V2.3 Experimental is here!

[p][/p][p]Hey Survivors!

Today we have V2.3 experimental for you all.

We have a lot of changes that were talked about in the Town Hall Stream with more to come at a later date.

Disclaimer:
While we worked hard to make sure save games continue without issue, please make a back up of your current save before starting the game in V2.3
We've also added a runtime function that will automatically convert the old badges to the new survival gear.
Some challenges will remain completed, while others will be optional for those that choose to complete them.
If the badges were previously unlocked, the recipes for the new survival gear should also be unlocked.

Highlights:
[/p]
  • [p]Biomes and their Challenges can be explored and completed in any order to unlock Survival Gear recipes[/p]
  • [p]Recover from biome hazard effects while sheltered allowing players to explore deeper into each biome[/p]
  • [p]Recover from biome hazard effects in any other biome[/p]
  • [p]Smoothies were updated with unique names and icons[/p]
  • [p]Biome Badges have been changed to Survival Gear with updated icons to look more thematic to the game's style[/p]
  • [p]Survival Gear will be dropped on death with those settings enabled[/p]
  • [p]Players are allowed to craft additional gear items in the case of death or even for other players[/p]
  • [p]Even without Survival Gear, storms no longer require players to escape the biome they are in while taking shelter[/p]
  • [p]Plague Spitters no longer cloak[/p]
  • [p]Lower chance of infection from Plague Spitter Insect Swarm[/p]
  • [p]Tree stump bees have been changed to a non-infecting version[/p]
  • [p]Tree stump harvest event has been updated to guarantee honey "IF" bees are spawned[/p]
  • [p]Several zombie types will now target animal or player corpses that were previously ignored[/p]
  • [p]Added a 2nd column of icons to use for custom map waypoints[/p]
  • [p]Several tweaks to zombie AI[/p]
  • [p]Dew Collectors have a lower activity heat value[/p]
[p]
Here is how you participate:
[/p]
  1. [p]Right click on the game in steam[/p]
  2. [p]Click on properties[/p]
  3. [p]Click the “betas” tab[/p]
  4. [p]The drop down menu will have latest_experimental available
  5. [p]Select that and wait for the game to download[/p]
[p]
Have fun!


Here's what changed since V2.2 stable:

Added[/p]
  • [p]Bee Swarm entity variant for tree stump game event[/p]
  • [p]Bee Swarm hand item with non critical debuffs[/p]
  • [p]Updated icons for Biome Survival Gear[/p]
  • [p]WornItemMods min effect requirement[/p]
  • [p]HonkEvent for vehicles to allow game events to fire based on honking the horn.[/p]
  • [p]AI wander and look are more active while alert[/p]
  • [p]AI randomly turns during look while alert[/p]
  • [p]Second column of icons to use for custom map waypoints[/p]
[p]
Changed[/p]
  • [p]Removed erroneous second set of tags from ammoCrossbowBoltExploding[/p]
  • [p]Disabled biome Wear, Loot, and Time challenges[/p]
  • [p]Biome Badges are now separate weather items per biome.[/p]
  • [p]Removed RepairItemsMeshDamage property from jail doors since they don't have a door frame stage[/p]
  • [p]Taking shelter without survival gear will recover biome hazard effects[/p]
  • [p]All biome hazards now have 3 minutes of survival time without gear[/p]
  • [p]Survival gear is now dropped on death with drop on death settings[/p]
  • [p]Updated icons for biome hazard reducers[/p]
  • [p]Removed food and water stats from Black Lung Serum and Fallout Flush[/p]
  • [p]Increased food, water, and health stat on Scorcher Stew to be inline with other stew stats[/p]
  • [p]Increased water stat on Sunstroke Tonic[/p]
  • [p]Updated the recipe for Scorcher Stew[/p]
  • [p]Tree stumps now roll once for honey, then again for bees. Bees always come with honey, but not all honey comes with bees.[/p]
  • [p]Reworked buff weights for a lower chance of infection from Plague Spitter Insect Swarm[/p]
  • [p]Reduced dew collector activity value[/p]
  • [p]Replaced plague spitter fade with a low rate of wandering[/p]
  • [p]Storm messages will no longer say to leave biome[/p]
  • [p]Biome Hazards recover in any other biome[/p]
  • [p]Improved AI wander position variety[/p]
  • [p]Increased AI alert time after investigation point reached[/p]
  • [p]Increased rate AI interest distance returns to the default value[/p]
  • [p]Updated shotgun shell icon to match other shotgun ammo icons[/p]
[p]Fixed[/p]
  • [p]AI ranged projectile attacks would start when the target was dead[/p]
  • [p]Frostclaw, plague spitter, spider, cop, mutated and demolition zombies would not eat animal corpses[/p]
  • [p]Water is not visible through glass[/p]
  • [p]Distant water seam if near water is to the side[/p]
  • [p]Underwater distortion could be clipped at certain angles[/p]
  • [p]Trader Bob VO Trade 17 line cuts off[/p]
  • [p]Air drop marker still shows when setting has it off[/p]
  • [p]NRE when spawning insects after destroying tree stump using vehicle[/p]
  • [p]Icon background textures not cleared when switching between containers - second issue[/p]
  • [p]AI wander random range was 1m too short and only used 1m increments[/p]
  • [p]Biome spawned AI move speed increase from storms did not happen at night[/p]

V2.2 Stable

[p][/p][p]Hello Survivors!
Today we have V2.2 Stable for you.
We have added lockable slots to drones, containers and vehicles, removed the loot cap, adjusted some biome zombie spawns and much more.
Stay tuned for even more good stuff in V2.3 EXP soon.

We wish you plenty of fun!

Here's what changed since V2.1:

Added
[/p]
  • [p]Instantiated XUi templates will inherit parent template parameters[/p]
  • [p]Add lockable slots to containers and vehicles[/p]
  • [p]Allow unlinking Discord account directly from the game[/p]
  • [p]Rubble_burnt_filler_10[/p]
  • [p]Sprint Mode Autorun[/p]
  • [p]AI activity map sets a long delay on neighbors if a screamer spawns[/p]
[p]
Changed
[/p]
  • [p]Rubble_wasteland_filler_01 adapted to composition grid and zombies guarding loot added[/p]
  • [p]Updated passive values for both Muffled Connector mods to match the display values[/p]
  • [p]Updated localization for modArmorAdvancedMuffledConnectorsDesc and modArmorMuffledConnectorsDesc to include the install restrictions for Assassin Armor[/p]
  • [p]Pack Mule sound to only play in the player's head[/p]
  • [p]Lowered the chance of Plague Spitter and Frostclaw biome spawns by ~50%[/p]
  • [p]Updated all zombies and zombie animals with new tags for biome zombie kill challenges[/p]
  • [p]Updated all biome zombie kill challenges to 5 themed zombie kills per biome[/p]
  • [p]Updated all biome zombie kill challenges to include other undead kills per biome. Each biome increases 5,10,15,20. The themed zombie in each biome does NOT count toward the other undead kills. For example, Frostclaw kills in the snow biome don't count toward the other kills, but they do count in other biomes.[/p]
  • [p]Cleaned up legacy leg armor buff, tags, and item logic for the Bandolier Mod[/p]
  • [p]Updated damage stat localization on Nomad Gloves to reflect its use on the Radiated, Charged, and Infernal "Elite" zombie class[/p]
  • [p]BlockSpawnEntity UI is shown with shift+ctrl+rmb[/p]
  • [p]Updated spawnTraderDesc with the updated trader select menu shortcut keys SHIFT + CTRL + RMB[/p]
  • [p]Removed player "not found for hair color" warning[/p]
  • [p]Sprint Lock to Sprint Mode and renamed No/Yes to Hold/Toggle[/p]
  • [p]Optimized prop shadows by disabling on last LOD when Shadow Distance setting is lower than Ultra[/p]
  • [p]AI activity map neighbor delay includes the diagonals[/p]
  • [p]Regular screamer spawning to choose 1 or 2 based on GS[/p]
  • [p]Removed "Loot Stage Caps" from all biomes[/p]
  • [p]Removed lootstage_max from all biomes[/p]
  • [p]Biome Badges no longer boost LootStageMax[/p]
  • [p]Updated localization for goBiomeProgressionDesc[/p]
  • [p]Disabled visible_loot_max icons from showing in on location windows[/p]
  • [p]Disabled buffs related to Loot Stage Cap[/p]
[p]
Fixed[/p]
  • [p]Do not show Discord friend requests that are marked as Spam by Discord[/p]
  • [p]Discord button on main menu will show pending invites on first open. Discord friend requests will show their avatars[/p]
  • [p]Rally Marker SFX loop heard after starting quest.[/p]
  • [p]Corpse Hanging Rope no longer downgrades to the hanging log[/p]
  • [p]Missing tags on Nomad Gloves for charged and infernal[/p]
  • [p]Rubble_burnt_filler_04 QA issues addressed[/p]
  • [p]Rubble_wasteland_filler_01 missing texture[/p]
  • [p]TileEntity.CopyFrom NotImplementedException when triggering a POI reset[/p]
  • [p]Missing quest location by committing house_modern_27[/p]
  • [p]Burnt forest biome shows pine forest when switching during playtest[/p]
  • [p]Glock9's beloved cornmeal is now spelled the same in foodCropCornDesc[/p]
  • [p]"Occlusion: RemoveEntity x missing" warning on dedicated servers[/p]
  • [p]Demolition zombie's feet were partially in the ground[/p]
  • [p]Player camera turning a large amount from controller input after a big frame rate spike[/p]

V2.2 b3 EXP

[p][/p][p]Howdy Survivors![/p][p]Today we have b3 EXP available for all Steam users. Among other things we removed the "Loot Stage Cap" and adjusted the kill challenges for the biome progression.[/p][p][/p][p]Have a fun weekend![/p][p][/p][p][/p][p]Here's what changed since b1:[/p][p][/p][p]V2.2 b3 Changelog:[/p][p][/p][p]Added [/p]
  • [p]Allow unlinking Discord account directly from the game [/p]
  • [p]Rubble_burnt_filler_10 [/p]
  • [p]Sprint Mode Autorun [/p]
  • [p]AI activity map sets a long delay on neighbors if a screamer spawns[/p]
[p]Changed [/p]
  • [p]Rubble_wasteland_filler_01 adapted to composition grid and zombies guarding loot added [/p]
  • [p]Updated passive values for both Muffled Connector mods to match the display values [/p]
  • [p]Updated localization for modArmorAdvancedMuffledConnectorsDesc and modArmorMuffledConnectorsDesc to include the install restrictions for Assassin Armor [/p]
  • [p]Pack Mule sound to only play in the player's head [/p]
  • [p]Lowered the chance of Plague Spitter and Frostclaw biome spawns by ~50% [/p]
  • [p]Updated all zombies and zombie animals with new tags for biome zombie kill challenges [/p]
  • [p]Updated all biome zombie kill challenges to 5 themed zombie kills per biome [/p]
  • [p]Updated all biome zombie kill challenges to include other undead kills per biome. Each biome increases 5,10,15,20. The themed zombie in each biome does NOT count toward the other undead kills. For example, Frostclaw kills in the snow biome don't count toward the other kills, but they do count in other biomes. [/p]
  • [p]Cleaned up legacy leg armor buff, tags, and item logic for the Bandolier Mod [/p]
  • [p]Updated damage stat localization on Nomad Gloves to reflect its use on the Radiated, Charged, and Infernal "Elite" zombie class [/p]
  • [p]BlockSpawnEntity UI is shown with shift+ctrl+rmb [/p]
  • [p]Updated spawnTraderDesc with the updated trader select menu shortcut keys SHIFT + CTRL + RMB [/p]
  • [p]Removed player "not found for hair color" warning [/p]
  • [p]Sprint Lock to Sprint Mode and renamed No/Yes to Hold/Toggle [/p]
  • [p]Optimized prop shadows by disabling on last LOD when Shadow Distance setting is lower than Ultra [/p]
  • [p]AI activity map neighbor delay includes the diagonals [/p]
  • [p]Regular screamer spawning to choose 1 or 2 based on GS [/p]
  • [p]Removed "Loot Stage Caps" from all biomes [/p]
  • [p]Removed lootstage_max from all biomes [/p]
  • [p]Biome Badges no longer boost LootStageMax [/p]
  • [p]Updated localization for goBiomeProgressionDesc [/p]
  • [p]Disabled visible_loot_max icons from showing in on location windows [/p]
  • [p]Disabled buffs related to Loot Stage Cap[/p]
[p]Fixed [/p]
  • [p]Do not show Discord friend requests that are marked as Spam by Discord [/p]
  • [p]Discord button on main menu will show pending invites on first open. Discord friend requests will show their avatars [/p]
  • [p]Rally Marker SFX loop heard after starting quest. [/p]
  • [p]Corpse Hanging Rope no longer downgrades to the hanging log [/p]
  • [p]Missing tags on Nomad Gloves for charged and infernal [/p]
  • [p]Rubble_burnt_filler_04 QA issues addressed [/p]
  • [p]Rubble_wasteland_filler_01 missing texture [/p]
  • [p]TileEntity.CopyFrom NotImplementedException when triggering a POI reset [/p]
  • [p]Missing quest location by committing house_modern_27 [/p]
  • [p]Burnt forest biome shows pine forest when switching during playtest [/p]
  • [p]Glock9's beloved cornmeal is now spelled the same in foodCropCornDesc [/p]
  • [p]"Occlusion: RemoveEntity x missing" warning on dedicated servers [/p]
  • [p]Demolition zombie's feet were partially in the ground [/p]
  • [p]Player camera turning a large amount from controller input after a big frame rate spike[/p]
[p]
[/p]

V2.2 EXP

[p][/p][p]Hey Survivors![/p][p]Today we have the beginning of the V2.2 patch for you.[/p][p]​b1 opens with adding locked slots to containers and vehicles.[/p][p]More to come in the following builds![/p][p][/p][p]Please make a back up of your save game before jumping into V2.2 EXP[/p][p][/p][p]Here is how you participate:[/p]
  1. [p]Right click on the game in steam[/p]
  2. [p]Click on properties[/p]
  3. [p]Click the “betas” tab[/p]
  4. [p]The drop down menu will have latest_experimental available
  5. [p]Select that and wait for the game to download[/p]
[p][/p][p]Have a great weekend![/p][p][/p][p]​V2.2 b1 Changelog:[/p][p][/p][p]Added[/p]
  • [p]Instantiated XUi templates will inherit parent template parameters[/p]
  • [p]Add lockable slots to containers and vehicles[/p]