When discussing survival games, few titles have captured the enduring interest of gamers quite like 7 Days to Die. Developed and published by The Fun Pimps, this game stands as a unique blend of multiple genres—survival horror, RPG, crafting, and tower defense—set within a post-apocalyptic zombie-infested world. Since its initial early access release in 2013, 7 Days to Die has gained a dedicated following thanks to its deep mechanics and customizable gameplay. This review delves into every major aspect of the game, evaluating its features, strengths, and weaknesses.
Overview and Core Concept
At its heart, 7 Days to Die is a sandbox survival game that challenges players to survive as long as possible in a harsh, zombie-infested world. The core twist of the game lies in its titular cycle: every seven in-game days, players face a blood moon night, during which hordes of powerful and relentless zombies swarm the player’s location. This cyclical escalation of difficulty drives the need for constant preparation, fortification, and strategy.
Gameplay Mechanics
1. Crafting System
The crafting system in 7 Days to Die is one of its most expansive features. Players can gather a wide range of resources, from basic materials like wood and stone to rare components like electrical parts and polymers. Crafting is divided into several categories:
Building Materials: Used for constructing and reinforcing structures.
Weapons and Ammo: Players can craft rudimentary weapons such as bows and clubs or more advanced firearms.
Survival Essentials: Items like campfires, cooking stations, and medical supplies are crucial for long-term survival.
The game’s crafting menu is highly detailed, providing recipes for everything from simple tools to elaborate traps. Unlocking more advanced recipes often requires leveling up specific skills or finding blueprints scattered throughout the world.
2. Skill Tree and Progression
Progression in 7 Days to Die is managed through a robust skill system. Players earn experience points (XP) by performing various tasks, such as killing zombies, harvesting resources, and completing quests. These points can be invested in different skill categories:
Perception: Enhances ranged combat abilities and awareness.
Strength: Improves melee combat and resource gathering.
Fortitude: Focuses on stamina, health, and resilience.
Intellect: Unlocks advanced crafting options, including robotics and electricity.
Agility: Boosts stealth, movement, and precision.
The skill system allows for a high degree of customization, enabling players to specialize in different playstyles—whether they prefer brute force, stealth, or strategic defense.
3. Base Building and Defense
Base building is a cornerstone of 7 Days to Die. Players must construct and fortify their base to withstand the periodic zombie hordes. The game offers a wide variety of building materials, from wood and cobblestone to reinforced concrete and steel. Players can design their bases with defensive features such as:
Spikes and Barbed Wire: To slow down and damage zombies.
Electric Fences and Turrets: Automated defenses that can deal significant damage.
Trapdoors and Escape Routes: To create strategic fallback points.
Base design is a game of strategy; players must balance aesthetics with functionality, ensuring that their structures can withstand both environmental hazards and relentless assaults.
4. Combat and Weapons
Combat in 7 Days to Die is dynamic, offering both ranged and melee options. The arsenal available to players includes:
Primitive Weapons: Such as wooden clubs, bows, and spears.
Firearms: Pistols, shotguns, assault rifles, and sniper rifles.
Explosives: Grenades, molotov cocktails, and landmines.
Each weapon type has its strengths and weaknesses. Firearms provide significant firepower but are noisy, attracting more zombies. Melee weapons are quieter but riskier to use due to close-range combat.
The game’s hitbox and damage systems add a layer of realism to combat. For instance, headshots deal critical damage, while limb strikes can slow down enemies.
5. Exploration and Looting
Exploration is a key aspect of survival. The game world is procedurally generated, offering vast and varied landscapes that include:
Urban Ruins: Filled with valuable loot but teeming with zombies.
Wilderness Areas: Offering resources like wood, clay, and game animals.
Underground Bunkers: Hidden locations that often contain high-tier loot.
Players must balance the risk and reward of venturing into dangerous areas, as looting key supplies is essential for survival.
6. Zombie AI and Horde Mechanics
The zombie AI in 7 Days to Die is designed to be both unpredictable and relentless. Zombies can detect players through sight, sound, and smell. They are capable of:
Breaking Through Walls: Zombies will target weak points in structures.
Climbing and Digging: Advanced hordes can scale low walls and burrow through the ground.
Adaptation: Blood moon hordes become progressively stronger with each passing week.
This adaptive AI ensures that players cannot rely on a single strategy for long, keeping the gameplay challenging.
7. Survival Elements
In addition to combat and crafting, 7 Days to Die introduces survival mechanics that players must manage:
Hunger and Thirst: Players must hunt, scavenge, or grow food to avoid starvation and dehydration.
Temperature: Extreme heat or cold can affect player stamina and health.
Injuries and Diseases: Players can suffer broken bones, infections, and food poisoning, requiring medical supplies for treatment.
These elements make survival more immersive and demanding, encouraging players to plan ahead and adapt.
8. Multiplayer and Co-op
7 Days to Die supports both single-player and multiplayer modes. In multiplayer, players can:
Form Alliances: Work together to build defenses and fend off hordes.
PvP (Player vs. Player): Engage in combat with other players for dominance.
Role Specialization: Players can divide tasks such as scavenging, crafting, and defense.
Multiplayer adds a layer of social dynamics, whether through cooperation or competition, significantly enhancing replay value.
Graphics and Sound Design
The graphics and sound design in 7 Days to Die play an essential role in creating its immersive survival experience, but they have received mixed reviews from the community.
Graphics
The visual presentation of the game effectively conveys the grim and desolate atmosphere of a post-apocalyptic world, but it also shows its age in some areas:
Environmental Design: The landscapes are varied, with forests, deserts, snow biomes, and abandoned towns adding depth to exploration. The design of crumbling buildings and ruined cities reinforces the feeling of decay.
Dynamic Lighting: The lighting system adds tension, especially at night or during blood moon events when the world is bathed in an ominous red hue. Shadows move realistically, adding to the suspense as you search for threats.
Textures and Models: While the overall visual style supports the tone of the game, some textures and character models appear outdated compared to modern survival games. Zombies and NPCs have somewhat limited animations, which can feel repetitive over time.
Weather Effects: Rainstorms, fog, and snow enhance the survival experience, making it feel as though the environment itself is a challenge. These effects also impact visibility, adding tactical considerations during exploration.
Sound Design
The audio elements are some of the strongest contributors to the game’s horror atmosphere:
Ambient Sounds: The world is filled with eerie environmental sounds—from the distant groans of zombies to the creaking of abandoned structures. These sounds keep players on edge, even when no immediate threat is visible.
Combat Audio: Each weapon has distinct sound effects, from the satisfying thud of a melee strike to the crack of a rifle shot. The louder the weapon, the more zombies you may attract, making sound a key tactical consideration.
Zombie Sounds: The growls, roars, and footsteps of zombies are varied and spatially aware, allowing players to pinpoint approaching threats even before seeing them.
Music and Cues: The absence of a constant soundtrack heightens tension, with musical cues reserved for key moments such as blood moon hordes or life-threatening situations.
Performance and Visual Customization
The game provides a variety of graphic settings that allow players to adjust visual fidelity and performance:
Adjustable Graphics Options: Players can tweak shadows, textures, and draw distances to improve frame rates on lower-spec PCs.
Performance Drawbacks: Despite the flexibility, some players report occasional frame drops and stutters, particularly during large horde attacks or in densely populated urban areas.
While 7 Days to Die may not boast cutting-edge graphics, its atmosphere-driven design and effective soundscape make up for its visual limitations. Together, the visuals and audio create a suspenseful, immersive experience that enhances the core survival gameplay.
Pros and Cons
Pros:
Expansive crafting and building systems.
Highly customizable skill tree and progression.
Procedurally generated worlds for endless replayability.
Engaging multiplayer and co-op modes.
Intense and rewarding survival mechanics.
Cons:
Outdated graphics compared to modern survival games.
Occasional performance issues and bugs.
Long-standing early access status may deter some players.
Final Verdict
7 Days to Die is a complex and rewarding survival game that excels in providing an immersive post-apocalyptic experience. Its combination of base building, exploration, combat, and survival elements offers players a unique blend of genres that few other games achieve. While it may not have the visual polish of newer titles, its depth and replayability make it a standout choice for fans of the survival genre.
For players who enjoy a challenge and the freedom to approach survival their own way, 7 Days to Die remains one of the most ambitious and engaging games in its genre.
I keep going back to this game, it's become like a Minecraft phase for me. While you can build your own bases, roleplaying a scavenger and upgrading an existing building is much more fun in my opinion. Is it good to turn the difficulty down and try to exist in a destroyed world? Yes. Is it also fun to get a group of friends together, all take different roles, and try to survive the blood moons? Also yes.
This game is in the wrong category. It’s not a sandbox survival game. It is a tower defense game driven by quest. There is little survival elements in there.Side note ur character eats glass jars everything they consume water or liquids. How is that realistic,Developers say they take great inspiration from zombie movies? Don’t think so. Never seen a LED infused RGB zombies. Never seen a movie where the actor has to read the same book over and over 16 times to learn how to cook bacon and eggs.Where are the npcs promised a decade ago?
lmao these idiots gave us jars back but made them non reusable. still gonna give a thumbs up cuz 600 hrs.. but seriously this is laughable.its like they lure us in by dangling a carrot, and then when you get closer the carrot is actually just a piece of human shit.. speaking of which, whos idea was it to take away the opportunity to throw that at eachother?theyre so close to figuring out that what we want is functional realism.. so close and yet they get equally further with each decision.good job on blood moons guys, yall did great by angering the mere 300 people who bought the game. dead on arrival lmao, now make jars make some goddamn sense
After many many hours in this game I can safely say that while TFP may of lost the plot somewhere along the way, the gameplay and the amount of mods you can install still make this an overall great game to play.
All we wanted was a walking dead zombie survival game and we got this instead. The direction of the game could have been so simple, keeping the guns and zombies simple and upgrading the graphics. It doesn't even feel like a zombie survival game anymore. If we wanted special zombies to this extreme then we should play dying light, left 4 dead or just create another game all together. Should have kept the guns we see in todays world and what we see in the walking dead universe and kept what was in the original 7 days to die. We should have a bad ass zombie survival game right now. The new versions of these guns are so lacking, just bring the guns back, or add the good looking models of the guns to the game again. If we wanted "realism" we shouldn't have implemented a tier system every time you walk into an area with zombies or have a bunch of random special creatures in a (ZOMBIE!) survival game. This should have been a game that leaned toward the nature of Dayz and its realism but with better zombies. Dayz lacks the quality of zombies, 7 days to die has. This could have been a dream come true with the walking dead universe, like it seemed to have intended to be going in the direction of at first when you could play as characters in the walking dead tell tales game in the original version of 7 days to die. Can we just have our open world sandbox walking dead (ZOMBIE!) survival game. We don't want the dying light knock off game, that the core developer favored and made the community have to go with.
Very fun game, but you're pretty much forced to play how they want you to play. Poorly implemented features and the constant loop of removing and reimplementing features have effectively shredded player freedom and the sandbox experience. I haven't been playing for nearly as long or played as many hours that others have, and even I'm frustrated with the lack of response to player feedback. Do not buy this full price. Wait for it to be at least 50 to 75% off.One of my main gripes is that there's a severe lack of player freedom anymore. Setting up in a POI you think could make a cool looking base, or building whatever base you want is impossible after only a handful of horde nights. When zombies spawn in, they seem to automatically already know where the weakest parts of your base are and how to pathfind to you. If you want to survive (and still have a base left), you're forced to exploit the enemy AI and build bases specifically designed to funnel in and manage enemies.Specific traders are locked to specific biomes, so if you want to set up your base in the Burnt Forest or Desert because you want better loot or because you like the aesthetics, the only traders you'll ever see in those biomes are Jen or Bob, respectively. This change essentially forces players to live in a biome they might not want to live in, just for the sake of being anywhere close to the trader they want. This problem is exacerbated after the addition of biome hazards. Players don't want to be forced to wear specific gear and give up using the gear they want just to be able to live in the biome they want to live in.My second main gripe is the fact that once you've unlocked vehicles, zombies, fuel, or abandoned roadways filled with cars are the least of your problems. The ridiculous pop-in is. My vehicles have taken more damage from running into fences, barriers, street trash or cars that didn't exist until I was 3 feet away from them than they have from any other source.In a 45 dollar, supposedly "fully released," game, I should be able to see these things long before I even get close enough to run into them. Fix the pop-in and give your players their freedom back.
Used to be a cool building, defence crafting based game with waves that got harder and cool scavenge locations. They improved the game a little adding dungeons, but locked a lot of the games features behind extremely grindy levelling systems. From there it's continued to go downhill introducing the worst elements of the gaming industry. Korean MMO style 'grading' systems for items that look identical, purchasable skins, even MORE grind, repetetive generated quests which will have you clear the same building at least 10 times. Can't make the game handle more than 30 zombies on screen? Shall we try and re-work the enemy AI for later stages? Nah, just buff their health into bullet sponges.
Game used to be pretty intense. Last time me and my friends played this we struggled to stay awake and after many hours were only a tiny portion through the meat of the game.
They ruined this game, they took what was a fun gameplay loop and made it into an entirely different game. I should know Not only that but they are now also charging 45$ for a game that after 10+ year of being in pre-alpha or early access. Then they have the gall to charge for dlc on top of what was basically the exact same looking game.Fixes to make this game fun again: Changing glass jars back to original, changing the skill tree back to original.TLDR: Not worth over 15$, revert back to 20.7 and experience the actual game.
I watched this game turn to shit for the second half of its 10 year alpha only to nose dive off a cliff on the full release. The price tag and paid skin are a desperate attempt to recoup costs I can only assume as they forgot you have to stop developing a game if its not a subscription model. The confusion seems to have continued as this game slowly and shittly morphed from a unique zombie sandbox to every poi being a follow the line to finish the quest rpg. This game will never be what it was or what it could've been. Go play alpha 16.
I have over 500 hours from Xbox and numerous accounts and this game has just got to be one of the worse zombie apocalyptic game worlds you would want to "live" and play in. At the end of the day the fun pimps had the game loop down and the building was slightly there with the extra traps and all the hideous items but besides that i dont see why you would want to live out your life in the 7 days to die world. As you can see I couldn't last 7 days of depression in this game and Id rather the zombies kill me day one so I don't have to go through that hell. I don't know if its just how unsatisfying killing zombies are or how outdated the graphics and physics look, but dear god make it stop. Since Dying light is the only other zombie game and Techland doesn't wanna do building and expand the game this scam will forever go on.
Its sad when a single dude can make a mod thats still on version 1.4 thats 1000000 times better than every single update that fun pimps can give this game..... the only reason you should buy this game is to play DARKNESS FALLS mod. The actual dev team doesnt know how to make a realistic survival game sorry not sorry.
7 days to die; a survival challenge in a post-apocalyptic world is only the start.
You will find yourself scouring for shelter before the 7th day even hits, its rough out there.
My only advice? Turn to god and dont look back.
With 1,078 hours in 7 Days to Die, I think I’ve spent more time fortifying imaginary houses than my actual real-life home. This game lets you build architectural masterpieces, only for them to be lovingly demolished by undead contractors with sledgehammer arms and absolutely zero respect for OSHA.Horde nights feel like filing your taxes: inevitable, stressful, and punishing if you didn’t prepare correctly. Except in this version, the IRS screams, sprints, climbs, and occasionally explodes.The modding scene? Glorious. Horrifying. Addictive. You can scale the difficulty from “mild inconvenience” to “I’m pretty sure the game is bullying me personally.” Mods will give you more zombies, fewer zombies, smarter zombies, or zombies that break the Geneva Conventions.If you love base building, combat engineering, or deleting zombies in bulk like you're running a discount warehouse for violence, you're going to thrive here. The replay value is easily on par with ARK — except unlike ARK, 7 Days to Die doesn’t have Pegomastax gremlins sprinting up to steal your loot, your pride, and half your inventory for the fun of it.10/10, would rebuild my base for the 400th time and still pretend I’m surprised.
I'd like to preface this with saying that I used to play the game with a friend wayyy back in super early access.
The game used to be a fun, immersive and well balanced game.Then the devs decided to try to make the game look more alive by spamming updates.In normal circumstances more updates means more gooder because more stuff and more gameplay but in this case it's the opposite.Every update is a mess of incredibly tiny tweaks that nobody wanted or major """overhauls""" that everybody hates.They've removed so much of the survival elements even down to straight up removing the ability to collect water (which was its own update and then recently they made an update all about adding it back in), they've removed ALL of the clothing (and most clothing slots) and replaced them with paid skins and a few sets (4 pieces each as opposed to the 9 we were used to) of themed clothing (that has wacky RPG stats that mean that if you're not exclusively using the nerd junkyard outfit then you're missing out on dozens of skill points that you need in order to make any other build) so now you're not feeling like you're in a zombie apocalypse but are instead in a Mad Max cosplay convention that just happens to have zombies.They used to have a rewarding learn-by-doing skill system but that's since been replaced with a generic MMO level up system that removes almost all emphasis on committing to any kind of playstyle since the item you need to respec your perks is fairly common anyway.Longstanding memes like finding the occasional pistol in a toilet have since been removed, it really shouldn't be worth mentioning in a review because it shouldn't be too consequential to new players but the absence of little silly things like that really just helps put into perspective how flat (or more accurately flattened because it didn't used to be this way) the rest of the game feels.The only meaningful changes the game has undergone in the past 5 years are bad ones. On a good day you'll simply get the devs announcing that they're 'lore accurately' reskinning a couple of zombies again, on a bad day they're gutting another essential feature of the game only to re-add it in a broken or inoffensively bland state years later or attempt to sell it back to you for cash.I feel like the amount of effort the devs are putting in can be best summarised by the images they use for their updates. It'd be one thing if they just used the same one over and over again because that might imply that they're putting their effort elsewhere, it'd be another if they were using entirely different images every single update because that'd show that a lot is happening, but they don't.They have a few generic pictures of characters in a mad max style outfit that they cycle through and put through photoshop and literally just adjust the hue so now instead of it being a man with a gas mask with red eyes on a red background it's instead a man with a gas mask with magenta eyes on a magenta background.They do the absolute bare minimum necessary to make something look new and fresh and high effort to somebody who hasn't already purchased the game but put such little effort into it that if you've been around the game for even a week then you've already seen everything and you only have shameless recycling and pallet swaps to look forward to in every aspect of the game and the community and development around it.If this review was made years ago back when they first added electricity, vehicles and some of the more interesting play styles then it'd be a glowing recommendation, but it's been going downhill ever since and it wouldn't feel right to recommend that you buy it given how anti consumerist practises like making everything worse and worse until eventually rendering the game unplayable used to be secluded to live service games but now seems to be coming into the indie dev market.If you want a zombie survival game that's been in development for longer than most of its players have been alive for then check out Project Zomboid, even though it's taking them much more than a decade to add NPCs (when modders add them in in under a week) at least they aren't actively sabotaging their game and retroactively taking away what they playerbase has paid for.If you want a more 7DTD type game instead, check out Vein, it's got meaningful weekly updates and really seems to be going somewhere good unlike all of the other 'looks very promising' 'wait and see' early access slop out there.
i love this game been playing for years but since the devs are about to bring back jars figured id take this opportunity to say bring back the log spike you cowards