7 Days to Die

7 Days to Die

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SylenThunder 6. März um 16:46
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V2.0 Storms Brewing Dev Diary
Hey Survivors,

We have been very busy working on the Storm’s Brewing V2.0 Update and thought we should share its status. Although it has taken significantly longer than anticipated the build is jam packed with a ton of fantastic new content, new challenges, progression updates, optimizations and a whole lot more. We are aiming for an April 15th Steam Experimental Release and a Stable Release on all platforms in early May if all goes as planned. [update 4/12/25: delayed “several weeks” from original target]

Note: The list below is not a complete list as many details are missing and several features are in the works but are not listed as they may not make it in time. More complete information will come towards launch.

For those commenting on our new 7 Days Blood Moons Game you should know that the game is published by TFP and developed by Illogika Studios and has not impacted our progress on 7 Days to Die updates. An overwhelming majority of TFPs Team is exclusively dedicated to working on 7 Days and only a small fraction of our team are assisting on other projects.

With this status update, I’m pleased to kick off a new Developer Diary. Here you'll find a compilation of confirmed features and content for Version 2.0 - Storms Brewing. Fun Pimp devs may occasionally post updates here on what they're working on, answer questions, and give us sneak peeks into the future of 7 Days to Die.

Like in previous diaries, we want this thread to stay focused on discussing the following features and content, and other things TFP devs want to discuss. We’ll make an effort to only list confirmed features and content, not features that are merely rumored or contemplated. Please limit discussion in this thread to these topics, so that the diary doesn’t become bloated. Chatter not pertaining to V2.0 Storms Brewing may be moved or removed.

https://steamcommunity.com/sharedfiles/filedetails/?id=3451408722

  Target Release Dates (“if all goes as planned”):

     Experimental Release (Steam): Probably May 2025 sometime.

     Stable Release (all platforms): Most Likely June
Zuletzt bearbeitet von SylenThunder; 16. Apr. um 8:55
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Beiträge 115 von 119
     Confirmed Features & Content

Biome Progression / Elemental Survival
  • Threat levels and challenges increase as you progress through each biome
  • Maximum loot is also capped per biome, to encourage exploration
  • Smoke, heat, cold, and radiation hazards
  • Conquer tough biomes in manageable chunks, with damage, remedies, and survival against each type of hazard
  • Push your limits with craftable consumables that temporarily increase your biome/elemental resistance
  • Complete challenges to unlock permanent immunity against biome/elemental hazards
  • New accompanying visual effects, sound effects, and player HUD elements
  • Several new biome-specific zombie types, such as the desert plague spitter
  • Can be disabled for ‘classic’ gameplay

Perk Updates & Rebalance
  • Some perks moved to a new General Perks tab with no attribute requirement, allowing more customized builds
  • Perk tree filled out completely, with 10 perks per attribute
  • New and improved perks, such as the new Mastery perk for each attribute
  • All perks have 5 levels

Sledgehammer Saga
  • A new book series for the sledgehammer weapon class

New Higher Gamestaged Zombies
  • New Charged Blue and Infernal Orange zombie archetypes
  • Expands on the Radiated Green zombies, but with new behaviors
  • Appear at higher gamestages to intensify the later game experience

Trees and Foliage Update
  • Most tree shaders optimized for SpeedTree 8, with reduced draw calls for improved performance
  • New, better looking trees in burnt and wasteland biomes
  • New, more believable sub-biome foliage system
    • Thinned out clearings & thicker forested areas
    • Shorter plants on the perimeter
    • Maintains performance

Crawl out Zombies
  • Zombies can spawn in smaller 1 meter spaces and crawl out of them
  • Zombies are better able to navigate and crawl through tight areas
  • Improved level design tools for spawning and respawning enemies
  • Many larger POIs are reworked to take full advantage, maintaining the challenge while improving performance

Navezgane Makeover
  • Updated to work seamlessly with the new biome progression/elemental survival system
  • Biome boundaries and trader POI positions updated to improve travel time and flow between towns

Points of Interest (POIs)
  • Aiming for 50 new POIs, adding expanded depth and variety to the world
  • Greater variety of wilderness POIs
  • More remnant POIs added, which help performance
  • Some more demanding POIs updated to use new crawl out spawns, for improved performance

Audio
  • Meaningful individual footsteps
  • Sound effects for new biome zombies

Clothing Cosmetic Options, Twitch Drops and DLC
  • Define your look with a cosmetic outfit, separate from what armor you wear for protection
  • New cosmetic DLC options
  • New Twitch Drop content to unlock

Random Gen Improvements
  • More wilderness POI spawning
  • Improved positioning of wilderness POIs
  • Improved wilderness road placement

New Quest Marker System
  • New quest marker art, with custom flags per quest type

Multiplayer
  • Choose to spawn near a friend, so you can team up right away
  • Button added to return to Main Menu before joining a game

Crossplay on Dedicated Servers
  • Consoles will officially be able to play on dedicated servers, contingent on passing certification on each platform. Fingers crossed!

Zuletzt bearbeitet von SylenThunder; 6. März um 17:18
SylenThunder 6. März um 17:04 
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     Post-1.0 Roadmap
  • V2.0 Storms Brewing
    • (you are here)
  • V3.0 A New Threat
    • Bandits
    • UI/main menu overhaul
    • Event system
    • New quest type
  • V4.0 The Road Ahead
    • Trader overhaul
    • Story mode
    • Steam workshop support
    • New quest type
Zuletzt bearbeitet von SylenThunder; 6. März um 17:18
Zuletzt bearbeitet von SylenThunder; 24. März um 12:46
      


If you wish to participate in the discussion with developers, or gain more insight from their posts in the discussion, please visit the developer diary on the official forum.
V2.0 Storms Brewing Dev Diary[community.7daystodie.com]
Zuletzt bearbeitet von SylenThunder; 7. März um 5:16
      
      
Ursprünglich geschrieben von SylenThunder:
Crawl out Zombies
  • Zombies can spawn in smaller 1 meter spaces and crawl out of them
  • Zombies are better able to navigate and crawl through tight areas
  • Improved level design tools for spawning and respawning enemies
  • Many larger POIs are reworked to take full advantage, maintaining the challenge while improving performance

I want to see them crawling up out of the graves in the churchyards. That would be lit!
请解决游戏卡顿问题,游戏崩溃问题,做好游戏优化,减轻电脑的负担。
许多玩家都在为游戏的卡顿问题而痛苦
Please Please Please introduce a *boss level* super building! Maybe have only 1 randomly spawn on the map, so you have to first find it, and then it should be almost impossibly hard to beat. That would be a great add to the late game - As a long time player, the decision to consider a new play map "beaten" is getting sooner each play through. Really need all the late game adds you got kickin' around lol thank you
Ursprünglich geschrieben von SylenThunder:
     Post-1.0 Roadmap
  • V2.0 Storms Brewing
    • (you are here)
  • V3.0 A New Threat
    • Bandits
    • UI/main menu overhaul
    • Event system
    • New quest type
  • V4.0 The Road Ahead
    • Trader overhaul
    • Story mode
    • Steam workshop support
    • New quest type
It's a shame that nothing on this list interests me. Bandits have been promised for a long time now and still not here. I'll wait for more details on this event system - pop-up quests is what comes to my mind when I read that, yech.

TLDR; Feels blah man.
progression is slow as hell right now, i hope this gets fixed. Also Why the hell are you treating us like this is a subscription based game. For 150 concrete blocks

30 min to collect the stone, 12 minutes to smelt the stone, 12 minutes to smelt the powder, 45 seconds to crush the sand, 42 minutes to create the concrete mix, 22 minutes to CREATE THE BLOCKS
Maze ♡ 11. März um 3:23 
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You took individual clothing away only so you can sell clothing dlc´s in the future now to milk the cow. Hurray! You took individual character creation away to replace it with bodybuilder big boo..b woman clones, yikes. Who in the world thinks, that regular woman or men look like that? You took away free trader, town- and cityspawn. You forced us into beeline progressions and hour long waiting times for crafting materials. As if this would be fun to anybody.

10 years and you where neither able nor willing to implement proper survival mechanics. Foods and drinks that actually make sense in an apocalyptic world. Proper Farming, fishing and animal husbandry mechanics should be basic for such a game. Real weather conditions that influences you and your surroundings? Too hard for you guys? Zombies that are more then simple bullet sponges for late game play?

Crafting is a joke. A workbench, furnace and cementmixer is all you have ever provided to us. Can´t say I am impressed by your creativity as developers. Maybe spend less time in fitness rooms and actually more time developing things that should be basic for a sandbox survival game.

Honestly, really not interested in all of those changes. In my eyes this are bs changes. Gating biomes to drag progression time even further is not the way to go. Most people won´t be happy. But 10 years have thought me that you guys rarely listen to your playerbase.
"Maximum loot is also capped per biome, to encourage exploration"

What....what does this actually mean?

Loot stage is capped? Literally limited quantities of loot in every biome?
may the gacha luck smile on you so that we all might be able to enjoy your work in the comeing days
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Geschrieben am: 6. März um 16:46
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