Hey Survivors, we're pleased to announce the release of v1.1 b14 to our Stable branch. This update features several changes to stealth mechanics, as well as a multitude of fixes and optimizations to improve performance and enhance gameplay.
Check out the full change log below!
b1-b14 Changelog
Added
Player stealth meter is green when no alert entities are near you otherwise it turns yellow
Stealth is less affected by player movement and ramps up over time
Controller support for the 3D map preview on the RWG window
(PC Only) Controller Icon Style combo box added to controller settings menu, allowing players to override automatic controller detection and Steam Input to display either PlayStation or Xbox icons
New explosion particles for Propane Tanks, Barrels and Vehicles
Inventory UI Audio Various Resources
Inventory UI Audio Rocket
New inventory pick and place sounds for Robotic Sledge, Turrets, Traps, Mods, Crafting Stations, Dew Collector and other various items
Support for SoundPickup and SoundPlace for blocks
Blood splatter to zombie bear and dire wolf
Prefab Editor "Rnd decorate Sel." also sets random rotations
Enable All and Disable All for Extras through the Twitch Options menu
GameShuttingDown mod event
wilderness_filler_21
lot_vacant_09
countrytown_business_15
remnant_downtown_filler_24
remnant_downtown_filler_25
remnant_downtown_filler_26
remnant_downtown_filler_27
remnant_downtown_filler_28
Rwgmixer xml district prefab_name property and changed forest_rural to use that
Changed
Balanced stealth effectiveness for all combinations of perks, armor and light levels
Reduced distance from and radius that AI picks to investigate near the target
Balanced stealth world and block ambient light
Improved player stealth UI to be twice as sensitive to light, half to sound and round off value
Balanced player stealth enemy search duration reduction from perks and armor
Increased Assassin and Rogue outfit sneak effectiveness based on other stealth calculations and balancing adjustments
Increased bear and dire wolf sight and hearing
AI alert timer starts after investigation ends and with some random variation
Adjusted StaminaLoss and AttacksPerMinute on Iron and Steel Axes to match Iron and Steel Pickaxes
Set the economic value to 1 for several blocks marked not to sell to traders to prevent rented vending machine exploits (full economy balance coming at a later date)
New Burnt Zombie Sound FX
New Gore for Hazmat zombie
Increased vehicle armor and plow damage reductions
Increased vehicle reserve fuel tank capacity
Removed Q6 items from airdrops and infested loot
Increased the harvest count of Augers and Chainsaws by 20%
Increased duration of all fire weapons influenced by Fireman's Almanac Vol 4 by 1 second for display lag and rounding
Persistent electricity effect when dismembering electrocuted zombie
Updated organic destroy effect
Updated explosions particles for land mines
Updated icon for yucca fruit to better represent the in-game models
Updated icon for Knuckle Wraps to better represent the in-game models
Knuckle Wraps now use cloth for crafting, repairing, and scrapping
Updated Knuckle Wrap description references from leather to cloth
Updated tags for various window blinds to count towards polymer harvest challenge (does not show nav objects due to overabundance)
Reduced the amount of duct tape needed to craft Robotic Drones
Updated landmines with repair properties for the Infiltrator perk
Adjusted glowing eye on zombie bear and dire wolf
Memory optimizations including a refactor of RWG to use less static fields so it can be garbage collected.
Set mipmap streaming on for entity textures that had the setting missing
Wrong/Missing class, tags, and particle settings were keeping gas pumps from exploding properly
Updated persistent electricity effect when dismembering electrocuted zombie
Adjusted backpack, camping, and car loot lists to clamp T0 tools/weapons from mid/late game loot probabilities
Progression and save game safe adjustments to unlock values with electrical crafting magazines. Sensors section from 50 to 45. Battery Bank and powered doors section from 75 to 55. Batteries now start at 55 and end at 100
Moved battery unlocks to T4 and powered doors to T3. Both unlock at 55, but the battery quality unlocks continue to levels 60, 70, 80, 90, and then 100 for Q6
Adjusted colliders on commercial blind shapes
Removed FPSScaling option for consoles
Updated localization for T3 and T4 electrician crafting skill sections
Updated descriptions of Salvage Operations to prevent confusion of harvest speed
Updated several Spanish translation issues based on community feedback for pistols and file cabinets
Localization sync for Japanese updates
Updated localization to support new entries
DMS section type for traders is read from npc.xml
Keep F3 CVar filter text when leaving to main menu and loading back into game
Trader Rekt gate access is now easier especially for bikes
Batch replaced cntBookPile03 with new cntBookPile03AirRandomLootHelper in all POI's
Added storeHardware theme tag to remnant_business_04
Sleeper, pathing and art improvements to army_camp_07 based on player feedback
Added audio trigger and additional pathing improvements to army_camp_07
downtown_filler_plaza_03 replaced fountain with new design
victorian_08 trigger unlock doors for easy exit
bungalow_02 Easy exits set to Trigger Unlock
Added keyrack for quick exit/unlock for exterior doors in house_burnt_02
Connected additional door to keyrack quick exit / unlock in house_old_modular_04
Connected additional door to keyrack quick exit / unlock in house_old_modular_05
Connected additional door to keyrack quick exit / unlock in house_old_modular_07
Added quick exit / unlock keyrack to house_old_tudor_04
house_modern_29 added front balcony for aesthetic reasons
nursing_home_01 fixed mispainted texture, set doors to trigger unlock mode
countrytown_business_08 / 09 / 11 / 12 trigger unlocks applied to several doors. + quick optimization pass + minor details pass
House POIs That Need Trigger Unlock / trailer_01 / trailer_03 / trailer_11
House POIs That Need Trigger Unlock various POIS
house_construction_04 small blocks and terrain update
apartments_04 POIs needed trigger unlock
Additional adjusted sleepers in utility_refinery_02
lot_vacant_09 changes made based on feedback
Twitch: Increased price of #mind_wipe and #newbie
Twitch: #newbie is now an Extra
Twitch: Break Claim triggered cooldown from 20 to 30 seconds
Fixed
Issue with solar cell quantity and quality getting clamped incorrectly in trader inventories
Can't set forge to craft max quantity with Advanced Engineering perk
Unable to join game invite through Steam if player does not proceed past the news screen
Potential NRE in ServerPasswordWindow
FPS drop from very wide angle spot lights
Fix Xbox crash in rare cases when coming out of suspend while on the main menu
Fixed race condition between RegionFileManager and PersistentPlayerData which could cause rare exceptions
Xbox crash if game suspended while initial loading shows "Loading particles"
Xbox crash during save operations
XBS Native Graphics Job freezes by switching back to Legacy Graphics Jobs
Texture streaming goes over budget after some time on Xbox S
Bows swapping ammo types has some visual issues showing wrong ammo type
Unable to hear air drop if ambient sound is muted
Vehicle velocity was not retained on server when a client driver exits
Vehicle is kinematic warnings on dedi when driver exits
Players can ragdoll themselves getting out of 4x4
Players could flip or destroy the 4x4 when exiting on steep slopes
Auto turrets are pinging like bedrock/trader protection when hitting dirt
Auto turret is having issues targeting allies and self
Disable electric shock on dismembered limbs
Zombie variant texture dismemberment issues
Fixed electrocuting dismembered stumps
Missing tags for advanced engineering workbench craft time reduction perk
CVar prefix with Fireman's Almanac Vol 4 not working properly with Molotov's
Issue with negative scaling on curtainDrapesRightHalfTopPrefabVariant not showing properly
Reading a Treasure Map automatically activates it overriding active quests
Crouching and uncrouching while in a confined area can cause players run to become slower than when not running
Linux GUI error after hitting ESC
Steam deck settings apply glyph does not display properly
Can't craft more than 1 tool or handheld item at a time
Inventory item place sound not always playing
Steel fridge and beverage freezer ambient loops are incorrect or missing
Sprint lock does not become engaged when using keyboard combinations starting with Shift (Opening Steam/Discord overlay or opening a radial menu)
No challenge progress getting honey from POI stumps
AttachParticleEffectToEntity issue when SDCS characters are set on fire
Prevent toggling the flashlight on and off while zooming a scope in/out if they share a single controller binding (also applied to quick swap)
Air drop settings tab discrepancy
Server Browser List daily quest limit setting missing proper value localization
News page has no entries in offline mode
Zombies can get stuck between double pole blocks
Setting linear velocity of a kinematic body is not supported warnings for out of world checks
Prevented controller aim assist from targeting drones
Store_hardware_03, terrain density issue
Only Usable Type for Twitch Actions were being bypassed by the extension
Chunks can stop generating after exploring for a while
Animation desync on remote players when changing vehicle pose state while in an unloaded chunk
Two wheeled vehicles without a driver can slowly slide on their sides for a long time
Missing barbed wire and texture issue in installation_red_mesa
Block mines to not explode when repairing
Server Browser List some settings missing proper display values
RWG Preview Mesh Memory Leak
RWG Terrain Preview Material / Texture Leak
Shared quests with the same location are not tracking properly
Spread audio clip processing over time when loading dynamic music sections in order to alleviate frame hitching
Host sometimes hear idle zombie noises from client
Missing localization for reporting player text
NRE related to DebugGameStats
Molotovs are ignoring Player Killing setting randomly
Activating item_modifers has no audio indicator
Animals seeing players used an inaccurate distance
Stealth ambient light value was too dark compared to what was rendered
AI head motion near walls could let them see through them causing screamers to scream and spitters to spit
Updated value on Grandpas Awesome Sauce
Zombie alt texture dismemberment issues
Logic issues related healing limbs with Physician 3 perk
Reworked calculation for Farmer Full Set Bonus to prevent food health applying bonus incorrectly
Airdrops are now immune to buffBurningEnvironment, buffBurningElement, buffBurningFlamingArrow, buffBurningMolotov, buffIsOnFire
Issue with negative scale colliders on guardRailPole8mInclineFlippedPrefab
Updated logic to prevent premature limb healing when sprains turn into breaks
UI textures loaded from web/files are affected by texture quality setting
ItemValue's Metadatas were not properly cloned when splitting stacks
Trader name unlocalized when sharing their location marker
PassiveEffects with OR requirements always applied independent of the actual requirement states
Player doors within 10m of trader unlock/lock on open/close
Quest searching issues
NRE on world load when using player signs in custom POI's
Triggerable level design POI sounds do not play for Clients, only SP or host in P2P
Removed some exterior walls / fences from football_stadium POI to allow players to drive their vehicles through
Missing texture in downtown_filler_05
Density on lot_rural_filler POIs
Sleepers waking up by back fence in utility_refinery_02
Clipping tree in roadside_park_01
house_old_gambrel_02, tree clipping when POI spawned in burnt forest or snow biomes, swapped with smaller dead tree
rwg_tile_gateway_straight, removed three guard rails that were not being overwritten by part_driveway_gateway_checkpoint_01 when checkpoint_01 spawned on this tile
remnant_burnt_07, removed car that had alignment issues
house_old_victorian_10, missing paint
house_old_ranch_10, replaced wood carpet roll with cloth carpet roll
house_burnt_01 easy exits set to Trigger Unlock
house_burnt_04 easy exits set to Trigger Unlock
house_burnt_05 easy exits created & Trigger Unlock set
tudor_06 floating book pile, loot reduction, trigger unlocks on exits
house_modern_09 Missing paint, props, added rope climb out
house_old_pyramid_01 trigger unlock easy exit
school_daycare_01 shrub clips into wall
house_old_tudor_02 untagged from culdesac due to issues
house_old_bungalow_12 deleted odd terrain block
bungalow_05 replaced clipping rubble with debris instead
store_pharmacy_01 loot balance
bungalow_10 loot rebalance
trader_jen missing paint
skyscraper_01 texture issues and reduction to 4,158,553 verts & 1,757,478
hotel_04 mispainted texture
house_modern_27 wrong type of window block in wine cellar, replaced texture for the ceiling of the same area
trader_jen, mismatched paint
lodge_01 trap block results in floating light
fastfood_06 mismatched paint and fastfood_06 wood clipping
hotel_04 requires player to open elevator door to complete quest
Will the Survivors make it through this Blood Moon-infested night against these zombies? Check out the new 7 Days Blood Moons Live Action trailer and Wishlist the game now to join the fight for survival!
Player stealth meter is green when no alert entities are near you otherwise it turns yellow
Stealth is less affected by player movement and ramps up over time
countrytown_business_15
remnant_downtown_filler_24
remnant_downtown_filler_25
remnant_downtown_filler_26
remnant_downtown_filler_27
remnant_downtown_filler_28
Controller support for the 3D map preview on the RWG window
(PC Only) Controller Icon Style combo box added to controller settings menu, allowing players to override automatic controller detection and Steam Input to display either Playstation or Xbox icons
New explosion particles for Propane Tanks, Barrels and Vehicles
New inventory pick and place sounds for Robotic Sledge, Turrets, Traps, Mods, Crafting Stations, Dew Collector and other various items
Support for SoundPickup and SoundPlace for blocks
Blood splatter to zombie bear and dire wolf
Prefab Editor "Rnd decorate Sel." also sets random rotations
Enable All and Disable All for Extras through the Twitch Options menu
Changed
Increased bear and dire wolf sight and hearing
Increased Assassin and Rogue outfit sneak effectiveness
Reduced distance from and radius that AI picks to investigate near the target
Balanced stealth world and block ambient light
Balanced stealth effectiveness for all combinations of perks, armor and light levels
Improved player stealth UI to be twice as sensitive to light, half to sound and round off value
Balanced player stealth enemy search duration reduction from perks and armor
AI alert timer starts after investigation ends and with some random variation
Updated descriptions of Salvage Operations to prevent confusion of harvest speed
Increased duration of all fire weapons influenced by Fireman's Almanac Vol 4 by 1 second for display lag and rounding
Adjusted StaminaLoss and AttacksPerMinute on Iron and Steel Axes to match Iron and Steel Pickaxes
Removed Q6 items from airdrops and infested loot
Added storeHardware theme tag to remnant_business_04
Sleeper, pathing and art improvements to army_camp_07 based on player feedback
Added audio trigger and additional pathing improvements to army_camp_07
Increased price of #mind_wipe and #newbie
#newbie is now an Extra.
Break Claim triggered cooldown from 20 to 30 seconds.
Updated organic destroy effect
Updated explosions particles for land mines
Added flag to turn off barrel on fall
Updated icon for yucca fruit to better represent the in-game models
Updated icon for Knuckle Wraps to better represent the in-game models
Knuckle Wraps now use cloth for crafting, repairing, and scrapping
Updated Knuckle Wrap description references from leather to cloth
Updated tags for various window blinds to count towards polymer harvest challenge (does not show nav objects due to overabundance)
Reduced the amount of duct tape needed to craft Robotic Drones
Updated landmines with repair properties for the Infiltrator perk
Adjusted glowy eye on zombie bear and dire wolf
Memory optimizations including a refactor of RWG to use less static fields so it can be garbage collected.
Set mipmap streaming on for entity textures that had the setting missing
Burnt Zombie FX Processing
Wrong/Missing class, tags, and particle settings were keeping gas pumps from exploding properly
Updated persistent electricity effect when dismembering electrocuted zombie
Adjusted backpack, camping, and car loot lists to clamp T0 tools/weapons from mid/late game loot probabilities
Increased the harvest count of Augers and Chainsaws by 20%
Downtown_filler_plaza_03 replaced fountain with new design
Progression and save game safe adjustments to unlock values with electrical crafting magazines. Sensors section from 50 to 45. Battery Bank and powered doors section from 75 to 55. Batteries now start at 55 and end at 100
Moved battery unlocks to T4 and powered doors to T3. Both unlock at 55, but the battery quality unlocks continue to levels 60, 70, 80, 90, and then 100 for Q6
Updated localization for T3 and T4 electrician crafting skill sections
Set the economic value to 1 for several blocks marked not to sell to traders to prevent rented vending machine exploits (full economy balance coming at a later date)
Adjusted colliders on commercial blind shapes
Updated localization to support new entries
Fixed
Fixed race condition between RegionFileManager and PersistentPlayerData which could cause rare exceptions.
Xbox crash if game suspended while initial loading shows "Loading particles"
Xbox crash during save operations
CVar prefix with Fireman's Almanac Vol 4 not working properly with Molotov's
Issue with negative scaling on curtainDrapesRightHalfTopPrefabVariant not showing properly
Skyscraper_02 projector screen SI issue
Reading a Treasure Map automatically activates it overriding active quests
Crouching and uncrouching while in a confined area can cause players run to become slower than when not running
House_old_modular_05 texture issues
XBS Native Graphics Job freezes by switching back to Legacy Graphics Jobs
We're back with our latest hotfix, v1.0 b336. This update fixes a major bug causing characters in saves with the 'Enemy Spawning' setting toggled off and back on to become fully encumbered and unresponsive. This was part of a larger problem related to an NRE involving sleeper volumes in specific POIs. This hotfix will also correct save files affected by this issue.
For our console users, this update also includes some stability improvements, specifically on the Xbox X/S platform.
While summer vacation may be almost over, we're STILL hard at work on optimizations, bug fixes, Roadmap updates, and getting v1.1 Experimental to you.
Hello Survivors! After another successful round of bug fixing and balancing based on all of your tremendous feedback, we are pleased to announce our latest release for experimental testing, v1.1 b4.
This update addresses some problems related to vehicle interaction with player colliders, as well as some audio issues, and a TON of smaller fixes to various POIs. As such, a new game is highly recommended in order to experience these updated POIs in all of their glory.
We didn't forget about the modders, bringing a fix for an NRE related to custom sign text in custom POIs, adding a GameShuttingDown mod event, and have updated the rwgmixer to allow custom district names via XML.
For our console users, expect to see these changes and more once v1.1 Stable is released.
What's next? Our efforts continue to be focused on squashing bugs and working hard to get closer to a v1.1 Stable release, so stay tuned for future updates!
To get access to this version:
Right click on 7 Days to Die in your Steam Library
In the windows that opens, Click on 'Properties'
Click the 'Betas' tab on the left side of the panel
From the dropdown in the top left, select 'latest_experimental'
Now the game will begin to download
Once it's completed, start playing!
V1.1 b4 Changelog:
Added
Wilderness_filler_21
GameShuttingDown mod event
Rwgmixer xml district prefab_name property and changed forest_rural to use that
Lot_vacant_09
Inventory UI Audio Various Resources
Inventory UI Audio Rocket
Changed
Victorian_08 trigger unlock doors for easy exit
Updated several Spanish translation issues based on community feedback for pistols and file cabinets
Localization sync for Japanese updates
DMS section type for traders is read from npc.xml
Keep F3 CVar filter text when leaving to main menu and loading back into game
Trader Rekt gate access is now easier especially for bikes
Bungalow_02 Easy exits set to Trigger Unlock
Increased vehicle armor and plow damage reductions
Increased vehicle reserve fuel tank capacity
Added keyrack for quick exit/unlock for exterior doors in house_burnt_02
Connected additional door to keyrack quick exit / unlock in house_old_modular_04
Connected additional door to keyrack quick exit / unlock in house_old_modular_05
Connected additional door to keyrack quick exit / unlock in house_old_modular_07
Added quick exit / unlock keyrack to house_old_tudor_04
Removed completed facade from aaa_arizona_downtown_01 test map
House_modern_29 added front balcony for aesthetic reasons
Nursing_home_01 fixed mispainted texture, set doors to trigger unlock mode
Countrytown_business_08 / 09 / 11 / 12 trigger unlocks applied to several doors. + quick optimization pass + minor details pass
House POIs That Need Trigger Unlock / trailer_01 / trailer_03 / trailer_11
House POIs That Need Trigger Unlock various POIS
House_construction_04 small blocks and terrain update
Apartments_04 POIs needed trigger unlock
Additional adjusted sleepers in utility_refinery_02
Lot_vacant_09 changes made based on feedback
Removed: FPSScaling option removed for consoles
New Gore for: Hazmat
Persistent electricity effect when dismembering electrocuted zombie
Fixed
Missing texture in downtown_filler_05
NRE on world load when using player signs in custom POI's
House_old_gambrel_02, tree clipping when POI spawned in burnt forest or snow biomes, swapped with smaller dead tree
Unable to join game invite through Steam if player does not proceed past the news screen
UI textures loaded from web/files are affected by texture quality setting
ItemValue's Metadatas were not properly cloned when splitting stacks
Trader name unlocalized when sharing their location marker
Potential NRE in ServerPasswordWindow
PassiveEffects with OR requirements always applied independent of the actual requirement states
Fixed electrocuting dismembered stumps
Density on lot_rural_filler POIs
Rwg_tile_gateway_straight, removed three guard rails that were not being overwritten by part_driveway_gateway_checkpoint_01 when checkpoint_01 spawned on this tile
Remnant_burnt_07, removed car that had alignment issues
House_old_victorian_10, missing paint
House_old_ranch_10, replaced wood carpet roll with cloth carpet roll
Unable to hear air drop if ambient sound is muted
House_burnt_01 easy exits set to Trigger Unlock
House_burnt_04 easy exits set to Trigger Unlock
House_burnt_05 easy exits created & Trigger Unlock set
Tudor_06 floating book pile, loot reduction, trigger unlocks on exits
House_modern_09 Missing paint, props, added rope climb out
House_old_pyramid_01 trigger unlock easy exit
School_daycare_01 shrub clips into wall
House_old_tudor_02 untagged from culdesac due to issues
House_old_bungalow_12 deleted odd terrain block
Bungalow_05 replaced clipping rubble with debris instead
Store_pharmacy_01 loot balance
Bungalow_10 loot rebalance
FPS drop from very wide angle spot lights
Vehicle velocity was not retained on server when a client driver exits
Vehicle is kinematic warnings on dedi when driver exits
Players can ragdoll themselves getting out of 4x4
Players could flip or destroy the 4x4 when exiting on steep slopes
Trader_jen missing paint
Auto turrets are pinging like bedrock/trader protection when hitting dirt
Triggerable level design POI sounds do not play for Clients, only SP or host in P2P
Auto turret is having issues targeting allies and self
Quest searching issues
Disable electric shock on dismembered limbs
Zombie variant texture dismemberment issues
Bows swapping ammo types has some visual issues showing wrong ammo type
Removed some exterior walls / fences from football_stadium POI to allow players to drive their vehicles through
Skyscraper_01 texture issues and reduction to 4,158,553 verts & 1,757,478
Hotel_04 mispainted texture.
House_modern_27 wrong type of window block in wine cellar, replaced texture for the ceiling of the same area
Sleepers waking up by back fence in utility_refinery_02
Fix Xbox crash in rare cases when coming out of suspend while on the main menu
Trader_jen, mismatched paint
Lodge_01 trap block results in floating light
Fastfood_06 mismatched paint and fastfood_06 wood clipping
Hotel_04 requires player to open elevator door to complete quest
School_01 school desks clipping
School_01 window SI issue
School_01 mismatch texture near the roof
Missing tags for advanced engineering workbench craft time reduction perk
Neebs Gaming and The Fun Pimps are excited to bring the undead to life at Horde Fest, a THRILLER of an event combining the eerie energy of Halloween and the HYPE from the recent 7 Days to Die: Console Edition while showcasing the much anticipated new entry into the 7 Days to Die universe, Blood Moons!
Join us at the incredible TUPPS Brewery in McKinney (North Dallas), TX for a weekend filled with food, friends, fun, and FIENDS!
Get your tickets by clicking the banner below: {LINK REMOVED}
The Fun Pimps are pleased to announce the 1.0 release of “7 Days to Die” is out on Steam, PS5, Xbox Series X/S and Windows platforms. Dive into the definitive zombie survival sandbox RPG that started it all. Navezgane awaits!
Buy the Game Buy the PlayStation 5 Game here: PlayStation 5
Pricing The retail price will be $44.99 USD on all store fronts.
Discounts for Xbox One Owners For the faithful followers of 7 Days to Die on Xbox One, welcome back! Good news, we were able to work with Microsoft to secure a 25% Discount with proof of Digital Ownership of the Xbox One version of 7 Days to Die. This one time discount will only be available after Microsoft makes the discount live sometime during the business hours of the 25th, so be sure to time your purchase accordingly and check back later in the day if you do not see the discount!
Discounts for PlayStation 4 OwnersIf you owned the original digital version of the 7 Days to Die Telltale published game on the PlayStation 4 you will be eligible to receive a 25% discount on your purchase of the new PS5 ‘7 Days to Die - Console Edition’. Discounts for PlayStation 4 legacy digital game owners should be available immediately at Product Launch. Discounts will be available for thirty days.
Console Ratings and Availability The PS5, Xbox Series X/S are available in most regions but there are a few regions where the products availability is pending rating service approval:
Japan: We are still going through the process to get the game rated to sell in the Japan region however; This will require some work on our end. Stay tuned.
South Korea: Rating is pending
Taiwan: Rating is Pending
Bugs and Patching Our team is dedicated to delivering the best product we can and we always patch often. If you have a bug to report you can go here: Bug Forums
The Fun Pimps are pleased to announce after nearly twelve years of early access, the highly anticipated Version 1.0 release of “7 Days to Die” is here! Tomorrow on July 25th the 1.0 version will be available on Steam, PS5, Xbox Series X/S and Windows platforms. Check the Launch times for your region below.
This milestone release heralds a groundbreaking evolution in the survival horror genre, packed with new a wealth of new content, innovative new features, polish, transformative quality-of-life improvements, optimizations, and revolutionary gameplay systems. No other game offers a fully buildable, fully destructible, truly open world where every location can be explored inside and out without load screens and with unmatched random world generation. Dive into the definitive zombie survival sandbox RPG that started it all. Navezgane awaits!
Launch Times
The Steam, PlayStation 5, Xbox Series X|S and Windows versions of the game will be available to purchase and download at the following time and dates:
Los Angeles - July 25th - 10:00
Dallas - July 25th - 12:00
New York - July 25th - 13:00
London - July 25th - 18:00
Berlin - July 25th - 19:00
Shanghai - July 26th - 01:00
Tokyo - July 26th - 02:00
Pricing
The retail price will be $44.99 USD on all store fronts.
For the faithful followers of 7 Days to Die on Xbox One, welcome back! Good news, we were able to work with Microsoft to secure a 25% Discount with proof of Digital Ownership of the Xbox One version of 7 Days to Die. This one time discount will only be available after Microsoft makes the discount live sometime during the business hours of the 25th, so be sure to time your purchase accordingly and check back later in the day if you do not see the discount!
Discounts for PlayStation 4 Owners
If you owned the original digital version of the 7 Days to Die Telltale published game on the PlayStation 4 you will be eligible to receive a 25% discount on your purchase of the new PS5 ‘7 Days to Die - Console Edition’. Discounts for PlayStation 4 legacy digital game owners should be available immediately at Product Launch. Discounts will be available for thirty days.
Ratings
There are a few regions where the products availability is pending rating service approval which will impact the PlayStation 5, Xbox Series X|S availability in these regions:
Japan: We are still going through the process to get the game rated to sell in the Japan region however; This will require some work on our end. Stay tuned.
South Korea: Rating is pending
Delisting
To avoid product confusion the old Telltale edition of 7 Days to Die game has been delisted on the PlayStation and Microsoft stores so there should be no product confusion. If you already owned the product you will still be able to play it.
Bugs and Patching
Our team is dedicated to delivering the best product we can and we always patch often. If you have a bug to report you can go here: Bug Reports Here