Building on survivalist and horror themes, players in 7 Days to Die can scavenge the abandoned cities of the buildable and destructible voxel world for supplies or explore the wilderness to gather raw materials to build their own tools, weapons, traps, fortifications and shelters.
User reviews: Very Positive (27,204 reviews) - 81% of the 27,204 user reviews for this game are positive.
Release Date: Dec 13, 2013

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Note: This Early Access game is not complete and may or may not change further. If you are not excited to play this game in its current state, then you should wait to see if the game progresses further in development. Learn more

What the developers have to say:

7 Days to Die thrusts players into the aftermath of the fall of civilization with only their wits and bare hands to survive. In this continually evolving title currently in alpha stage development, players must explore the open world alone or with friends to build tools, weapons and shelter against the dangers of the reanimated dead, infected wildlife and the world itself.”
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Recent updates View all (88)

February 5

Alpha 13.8 Is Out!

Hey Survivalists,
Alpha 13.8 Patch is out and ready for consumption. This patch addresses many important fixes.

Alpha 13.8 Is Out!

26 comments Read more

January 28

A13.7 Patch And A14 Status

Hey Survivalist,
We have an Alpha 13 patch out now and here is a status update on 14.

We’re working hard on Alpha 14 and it has some great new content. Here are the highlights: Navezgane has gotten a lot bigger and better with a brand new improved height map with higher mountains and deep water, a new smoothing algorithm that makes the land and water much more natural, a multitude of new locations including the largest city in the expanded plains, and a bandit like shanty town and a huge lake with islands just to name a few.

Alpha 14 also has many new perks and improvements to our skills system, a great new damage and death system where zombies feed on your corpse, an introductory basics of survival quest, repeatable quest note challenges, a radiant buried treasure quest system for infinite digging for treasure fun, many new improved world textures and block shapes, a major rebalancing of block damage, leveling and XP, some good optimizations, random gen improvements, and so many bug fixes. We’re making great progress on it folks so expect it to drop in February.

Even with all this going on we took some time out to fix the most important user reported bugs from 13.6 and have an Alpha 13.7 patch ready. Tip of the fedora goes out to Gazz and Clockwork Orange for their xml fixes. You guys rock!

A13.7 Patch And A14 Status

150 comments Read more
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“7 Days to Die achieves exactly what it sets out to be. It’s a fun and intense post-apocalyptic sandbox with all the right mix of base-defense, scavenging, and exploration.”

“7 Days to Die is like Minecraft with Gravity. Building defenses with friends and huddling in the corner hoping no zombies get through can be great fun. But what keeps me coming back to the game is the TNT.”

“7 Days to Die looks genuinely impressive, and I can’t see this not making a huge impact when it arrives.”
Rock, Paper, Shotgun

About This Game

Building on survivalist and horror themes, players in 7 Days to Die can scavenge the abandoned cities of the buildable and destructible voxel world for supplies or explore the wilderness to gather raw materials to build their own tools, weapons, traps, fortifications and shelters. In coming updates these features will be expanded upon with even more depth and a wider variety of choices to survive the increasing dangers of the world. Play alone or with friends, run your own server or join others.

7 Days to Die development was launched following a successful Kickstarter campaign in August 2013, demonstrating the initial prototype. Joining us in early access now will help support the cause and ensure continued expansion of the development team, their efforts and the planning and addition of even more features and depth eagerly awaited by fans.

Many of our fans have commented in these early stages that they feel we are building the survival\zombie game they have always wanted. Our goal is to live up to this as much as we can and build a customizable, moddable game that allows users to fine tune their survival and zombie experience to create the experience players and their friends want.

  • Random World Generation - Play Navezgane or roll the dice and dive back into the game with friends in a randomized world with huge cities, towns, rivers, lakes, mountains, valleys, roads, bridges, cave systems and wilderness locations.
  • Create and Destroy - The world terrain, structures and items can be destroyed or scrapped for resources. Re-purpose collected materials to build custom structures and fortification by hand, placing building pieces into the world in real time.
  • Terrain Enhancement - The terrain is now both smooth and natural but can still be destroyed and mined.
  • Upgradable Fort Building - Player built structures are assembled from framework which can be upgraded supporting sod, wood, cobblestone and concrete upgrade paths. Hammer away just like real building and use Land Claim blocks to protect your fort in PvP.
  • Structural Integrity - Buildings and terrain formations which are too unstable can fall apart if proper supports are not built. Some building materials are stronger than others and pieces which break off and fall can be dangerous or deadly if they fall on you or enemies.
  • Item Crafting & Degradation - With a continually growing list of over 250 recipes, gather resources such as plant fibers, wood and metal to create weapons and tools such as hand made crossbows, knives and hammers. As your tools wear out over time, use your crafting skills to repair them.
  • Quality Ranged Gear - Guns, weapons, tools, armor and clothing have quality ranges which govern attributes to provide hundreds of thousands of item permutations. Level up and craft better quality items to survive.
  • Plants and Animals - Locate seeds to plant and grow vegetables, and head out into the wilderness to hunt animals once the cabinets in abandoned buildings are already plundered.
  • Stealth System - Sneak past zombies who can see, hear and smell you and smelly items in your inventory and throw rocks to distract them.
  • Buff/Debuff System – Enjoy or deal with a multitude of buffs or debuffs like a caffeine buzz or a broken leg in our rapidly growing Buff/Debuff System with over a dozen boosts or ailments.
  • Cooperative Mode - Tired of zombie apocalypses that are more about fighting humans than zombies? Team up with your friends to work with other survivors rather than against them, using group efforts to build settlements and safety.
  • Character Customization - Full Character creation system with face/body morphing, custom skin, eye, hair color, facial hair and a multitude of visible clothing and armor.
  • Drivable Vehicles - A badass vehicle system with a Mini Bike that has parts quality, storage and locking. The better the parts the better it drives.
  • Weather System - The weather will change, and it may influence your survival.
  • Alternate Ammo - A alternate ammo system that supports stone tipped, iron tip, steel tip and flaming arrows as well as shotgun slugs.

(Features in various stages of development, which will be added as the project progresses)

  • World Building Tools and Mod Support - Greatly expanded creation tools for players to create their own apocalypse for them and their friends, including Steam Workshop support.
  • Skill Trees - Choose unique character skills and perks to enhance your characters abilities.
  • Skills System – Earn XP and upgrade your skills to become the ultimate Bruiser, Gun Nut, Gadget Man, Chemist or Stealth Agent.
  • Missions & Story Points- Do favors for NPC characters in return for experience and rewards, and learn more about what has happened in the world.
  • Infected Wildlife - Wildlife can become infected. There will be bears. Zombie bears.
  • Virtual Reality Headset Support - For the times when wandering through the woods at night isn't quite scary enough.
  • Environmental Temperature - Find shelter or build a campfire. Cold nights or long days in the desert will make a difference.
  • NPC Characters - Stumble upon the occasional computer controlled character. Talk, trade or engage them. Locate safe houses controlled by them.
  • Professional Soundtrack & Voices - For those who prefer mood setting music to go with their game, and professional screaming.

System Requirements

Mac OS X
SteamOS + Linux
    • OS: WindowsXP (Service Pack 3)
    • Processor: 2.4 Ghz Dual Core CPU
    • Memory: 4 GB RAM
    • Graphics: 512MB Dedicated Memory
    • DirectX: Version 10
    • Network: Broadband Internet connection
    • Storage: 3 GB available space
    • Sound Card: Sound Card: DirectX® Compatible
    • Additional Notes: Running the Dedicated Server and Client on the same computer will double ram requirements. Also future releases may require more hard drive space.
    • OS: Windows 7 or higher
    • Processor: 3.0 Ghz Quad Core CPU or faster
    • Memory: 6 GB RAM
    • Graphics: 2 GB Dedicated Memory
    • DirectX: Version 10
    • Network: Broadband Internet connection
    • Storage: 3 GB available space
    • Sound Card: Sound Card: DirectX® Compatible
    • Additional Notes: Running the Dedicated Server and Client on the same computer will double ram requirements. Also future releases may require more hard drive space.
    • OS: 10.7
    • Processor: 2.4 Ghz Dual Core CPU
    • Memory: 4 GB RAM
    • Graphics: 512MB Dedicated Memory
    • Network: Broadband Internet connection
    • Storage: 3 GB available space
    • Additional Notes: Running the Dedicated Server and Client on the same computer will double ram requirements. Also future releases may require more hard drive space.
    • OS: 10.9
    • Processor: 3.0 Ghz Quad Core CPU or faster
    • Memory: 6 GB RAM
    • Graphics: 2 GB Dedicated Memory
    • Network: Broadband Internet connection
    • Storage: 3 GB available space
    • Additional Notes: Running the Dedicated Server and Client on the same computer will double ram requirements. Also future releases may require more hard drive space.
    • OS: Ubuntu 12.04
    • Processor: 2.4 Ghz Dual Core CPU
    • Memory: 4 GB RAM
    • Graphics: 512MB Dedicated Memory
    • Network: Broadband Internet connection
    • Storage: 3 GB available space
    • Additional Notes: Running the Dedicated Server and Client on the same computer will double ram requirements. Also future releases may require more hard drive space.
    • OS: Ubuntu 14.04
    • Processor: 3.0 Ghz Quad Core CPU or faster
    • Memory: 6 GB RAM
    • Graphics: 2 GB Dedicated Memory
    • Network: Broadband Internet connection
    • Storage: 3 GB available space
    • Additional Notes: Running the Dedicated Server and Client on the same computer will double ram requirements. Also future releases may require more hard drive space.
Helpful customer reviews
122 of 165 people (74%) found this review helpful
8 people found this review funny
1,223.7 hrs on record
Posted: January 8
Early Access Review
I've been playing since it was released on Steam, and in my opinion the development of the game has gone in the wrong direction.

If you take out the (glitched) minibike, random map generation, and smooth terrain there have not been any major content updates to the game. They have sprinkled in mocap, new HUD, new zombie skins, some graphics upgrades, and a whole load of xml tweaks. There is an absolute obsession by the developers to take a mechanic that is working just fine (forge, resource harvesting, and crafting) and change it. There is also a focus on making the beginning of the game more difficult and much more tedious, but they have not added anything for once you get past the early stages of the game.

After over two years: just one rudimentary vehicle, no npcs, no quests, no electricity (and the plethora of items that could be added with electricity), no gates/large doors, no animal domestication, no fishing, and no rivers in random world generation. These are just a few things that could be added for content, not a dispositive list.

It seems like the devs are just constantly shuffling around small features and fixing other features that are not broken.

It's a shame because this was one of my favorite games. Hopefully they are able get it back on track.

Edit: Another aspect of the game that is not the fault of the developers, but needs to be addressed regardless is the cesspool the Steam forum for this game has become. It is basically open hostility towards people who put forth their own negative opinions on an alpha game. The tone of the forum has drastically changed over the past few months into an echo chamber in which it is required for everyone to either like every change the developers make to the game or to make excuses for the game's shortcomings. This is not how you make a game better, diversity of opinion should be encouraged, not chased off and silenced by the angry mob.
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114 of 177 people (64%) found this review helpful
7 people found this review funny
163.7 hrs on record
Posted: January 6
Early Access Review
This review is based on Alpha 13. And for the direction the game has taken in this iteration, it is getting a thumbs down. I have little hope for this title to change direction in the near future, since it seems to stand to reason that the devs will be looking to "wrap up" after 2 years of Early Access.

What I expected of the title when reading the reviews and watching the user generated videos (mostly based on Alpha 12 at the time) was a game focused on survival, base building, making your base self-sufficient in terms of resources, and finding creative ways to hold off the hordes. It's a voxel based game after all so I expected a good amount of creative freedom in base building and trap designs.

I had multiple hours of intense fun figuring out how the crafting, survival and horde mechanics work on randomly generated maps as well as the standard map. Once I got the basic mechanics down, I started a new game on the standard map intent on surviving and outsmarting the hordes for as long as possible.

Thus started the disappointment. I could do nothing like the creative base building I've seen other players do on Alpha 12. Turns out Alpha 13 introduces a skill/tool quality system that is preventing players from having fun. You need to invest ~15+ hours of repetitive grinding first, and that's if you know what and how to grind, before your character starts to get abilities that allow you to even start considering building something like a halfway decent moat.

Basic building, resource gathering and looting is all terribly tedious when starting out. You need to do all of it to survive. There is `no time` to dig out a half way decent ditch for your base, let alone a fortified moat.

After you survived long enough for the character to acquire all the gear and skill to actually build something interesting, you're way past the point where the game has become boring and has plateaued for its lack of content.

There's also little incentive to try and build something interesting any more, becase once you've internalized the design principles of this game during your time climbing the learning curve, you'll realize that this is not meant to allow for 'interesting' outside of 'creative mode' a.k.a god mode.

Which is one of several problems with the design choices in this title:

Your base is supposed to be vulnerable, in the sense that you can't effectively wall off or trap zeds. The walking lumps of flesh will degrade and destroy every conceivable material in good time. Forged iron spikes, steel, concrete. All will disintegrate in time. And way faster than you think it should. Zeds will dig and claw through solid rock. So if you did follow through with your moat idea, you'll realize that once Zeds have fallen into it, they'll start digging tunnels under your fort until it is inadequately supported and collapses. You can place spikes at the bottom, but they won't help as much as they should.

And by the time you can conceivably dig a moat deep enough to have Zeds actually die from fall damage onto said spikes: you actually can't, not with all zombie types, not while keeping the ability to effectively maintain your spikes at the bottom, and most importantly not within your first ~20 hours into the game.

My problem with the above state of affairs is that it prevents experimenting with base and trap designs. There is only 1 or 2 effective base designs in Alpha 13 if you're playing single player. Everything else is either too maintenance heavy, so you can't go scavenging and resource gathering, or simply does not work well, because it is overcome by the zombies too quickly and too easily. You'll likely find out the hard way. There's too little viable choices in effective base design. Not in single-player anyways, where you have to rely on the passive defenses to do the bulk of the work, because you can't be in multple places at once.

Along the lines of 'your base can't really protect you' design, which is misleading for new players, there is no way to actually be creative beyond static bulding. That's right, there's no moving parts like gears, levers, pressure plates etc. So you can't even build a retractable bridge, because well, that might actually be effective as a means of holding off the horde or building effective traps. And that would be cheap wouldn't it? So we can't allow it.

Another badly executed aspect of the game is the randomly generated loot, that also depends on 'level' (griding time) of your character. That's right: skyrim-type leveled loot. Also the aspect of 'knowing where to go looting to find the stuff I need' is largely under-emphasized vs. 'just being lucky getting what I need' or 'having looted 1000s of containers to finally be worthy to find something in good condition'. For example: on my first game, I found a chainsaw in a car around day 5. Needed gas to operate it, but it was awesome for felling trees and getting the Zeds off my back. In another game, I've not seen a chainsaw or any of its parts yet. Found 4 diagrams to build one through. And I'm well past day 100 with the game plateauing after day 49 where you'll see the strongest horde. Some more vital diagrams the RNG has not seen fit to grant me neither. So I was not able to craft leather before day 104, nor was I able to make steel or cement well past day 100. And that's after I started concentrated raiding sessions in all directions to finally get these books because I wanted to see what the game would have been like if there were more deterministic ways to progress in the technology trees, and what the benefits of the advanced materials were.

Another issue are the item durability and quality systems. If a real world iron shovel disintegrated as fast as it does in this game, you'd need 4 of them to just dig out a latrine. But the fast breakage has a purpose: it allows you to grind your tool smithing skill by making a new one. And just 500 shovels into the grind, you'll be golden, achieving the level of quality on it that you had in pre-alpha 13 from the beginning.

The 7 day horde spawns near you, and knows where you are at all times. Full on GPS Zeds. This is different from regular wandering hordes that get attracted by activity like burning fires and making noises. Those need to spot you. The GPS Zeds on the other hand have an all-knowing tracker on you. If the pathfinding code finds a way to your character the Zeds will follow it. If it does not, it gets as close as it can, and starts clawing at any blocks roughly in your direction. No way to outsmart, trap or outrun them. You have to kill them all before they wreck your base entirely. Currently there is one way to avoid it: dig very deep down and make sure the tunnel entrance is far away. The GPS Zeds will congregate just above you on the surface, and with the tunnel entrance far enough away, the path finding will not see a way to you. The Zeds cannot dig down vertically, only to the sides. So here you just stay put for the night, and once daybreak comes and Zeds lose their running ability, you go up and wipe them out. That tactic is the only way to be 'smarter' than the horde. And of course is considered an 'exploit'. There used to be more options for horde management in previous alphas. The Zeds' nightly running ability was hampered if they entered brightly lit areas. But the devs removed that.

Character limit is kicking in, so wrapping up: much potential, too limited player choices, vital progression behind RNG, no end-game content, last alphas moving into tediousness and grinding instead of content. Not expecting it to recover.
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85 of 140 people (61%) found this review helpful
5 people found this review funny
935.3 hrs on record
Posted: January 7
Early Access Review
Ah, where to begin. This is an early access alpha game, after over two years of being such. This doesn't count what ever time was before such that may have been used for development.
The placing of blocks is rudimentary, you can't rotate them to various degrees and are stuck with building basic square and rectangle and octagonal shapes. Spacing between half and quarter blocks is exagurated to take up a whole section, even if it's only a sign on the wall. The lack of choices in the basic game with out modification is dry and very limited.

Weapon choices are very limited.
Animals which may roam the world (if they even spawn) are very limited.
Zombies (if they even spawn now) are very limited and half the time glitch out with randomly missing parts while still trotting after you.
There is no story line for the basic game in single player mode.
Over 75% of what was promised by the go fund me for the game hasn't even been touched upon even after over two years.
Crafting now takes from minutes in previous versions to hours now. And these are small amounts of things. Material usage is multiplied by ten times what previous versions used to create things.
Duct tape is used to repair everything, yes, even your guns. I'd like to see some idiot fix a gun with duct tape and fire it.
Everything degrades expotentially when you repair it, there is no maintaining anything, it will always fall apart even if you fix it.
Once you actually build a base after spending hours upon hours doing so a group of five to ten zombies can buldoze through it in less than ten minutes. I wonder what sort of milk zombies drink that they can bash through a solid cement/concrete/ or steel wall with their bare hands and keep all their bones intact.
The resources to make ammo, especially brass is so scarce that you may as well give up on making any ammo unless you are on a mp server with some sort of mod with copper and zinc.
For servers, once you hit about 20+ players there are now these odd black graphics glitches, lines, black blocks, or jsut a full black screen. If you go near a fridge, forge, capfire when it's running the sound will usually bug out and cause a string of errors that wont stop all the while cutting out all of your sound except for some odd buzzing noise.
The dogs have been beefed up so they can one shot you, all the while being invincible to melee atacks.

I should also mention whats advertised on the 7 days to die web page as already being in game but never has.

"Dynamic Story Generation – The story unfolds through our “Dynamic Story Generation System” which guides the player to other survivors, better loot and undiscovered Points of Interests through story note quests."

"Looting, Mining and Crafting – Loot and mine a multitude of items and ingredients to create hundreds of items including melee weapons, guns, traps, generators, motorized tools, motion detectors, landmines, auto-turrets, salves, potions and more using our 5×5 grid Crafting System."

Of course, I would caution against believing half of what is advertised to be in the game, simply because it's not. It's just false advertising.

All in all when ever the basic bugs are worked out of this game and everything which was promised to be in it ever arrives it might be really phenominal. As for now the only thing which makes it even slightly playable or enjoyable is finding a good online community to play with on a heavily modded server. Other wise it's jsut another severly limited alpha game which is years old and shows the lack of either creativity or intelligence from it's developers.

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13 of 15 people (87%) found this review helpful
9 people found this review funny
11.2 hrs on record
Posted: January 31
Early Access Review
Spawned in a blizzard. Froze to death.
Respawned in Desert. Died from heat stroke.
Respawned in a forest fire. Mauled by fat zombie.
Respawned in the woods. Made epic base on the roof of a house.
Physics is a thing
base collapses
mauled by a horde
10/10 would endlessly die again
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33 of 54 people (61%) found this review helpful
2 people found this review funny
797.9 hrs on record
Posted: January 22
Early Access Review
6 months ago this would have been an amazingly good review but as of Alpha 13 I have to go the other way with it unfortunately. The game peaked at A12 and was the most immersive game I'd played to date. Seemed the Pimps couldn't do anything wrong at the time. Now, to introduce Alpha 13.

The campfire, one of my favorite UI's in the game, was removed and merged into the same UI as the inventory system. I know it's such a small thing but it is a major example of the little things that bring immersion to the players. Use to be you had to put the pot on the fire and if you wanted the grill instead you would replace the pot with the grill, and so on. Now you just have tools that you pop into place that unlock upgrades to the fire. There is also a cooking queue, on a campfire, really. Not the same. This little change removed so much immersion from the game for me.

Meat! Everything is just meat now. Kill a bear and you get "meat". Kill a deer and you get, that's right, "meat". This is the worst change and I hate it. I want venison and rabbit and bear meat back. Use to be that a serving of bear meat would make a much more filling stew than venison and rabbit but now you just get more "meat"s for killing the bear.

Speaking of animals, it has been days since I have seen one. I don't know if it is because I am playing on a multiplayer coop server but the only way for me to get decent food now is to raid the grocery store. Thank god I am on a multiplayer server so the loot is refreshed every night, otherwise I would be starving.

The player's character's huffing and puffing and moaning and groaning has got to go!!! I have complained about this one on the forum and the Pimps don't seem to care what the player base says, they are going to keep it. This is so immersion breaking for me. I don't neet to listed to the character moan and groan and cry and complain. It's ridiculous and needs to be cut out of the game.

The new block health meter that shows the health of every block you look at is right smack in the middle of the screen. Why? Why does this meter need to be interrupting my game? Can't it be optional or do I have to stare at this stupid white bar every time I want to cut down a tree or dig a hole? This is another "thing" that snaps me out of immersion and back to reality, reminding me that I am working with a UI and that each block has a certain amount of hit points. I don't want it.

There are many other things that have really gone wrong with A13 as well like the forge not working unless you are standing right next to it. Leveled loot is still very broken and OP, and was a bad idea to begin with. The new block upgrade system, upgrading wood blocks to concrete and concrete to solid steel, all within just a few seconds is also extremely OP, and game breaking in my opinion. And many more but I'm sure you get the picture. Immersion for me is now gone and I don't really get anything from playing the game anymore.

I'm really sorry for the bad review Pimps because I have a lot of respect for all of you, but you went in the complete wrong direction with A13 in my opinion, and need to know how your biggest fans feel about it. I will give you to A14 to decide in which direction you will be taking this but I will probably be done after that. It really is too bad too. I liked A9 through 12 so much and like I said before, if asked 6 months ago, this review would have been glowing, but 13 removes a lot of the aspects that made the game immersive. Now it just feels like I'm playing a bloated UI, which I deal with enough all day at work.
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