7 Days to Die (2024)

The Fun Pimps

Linux · Mac · PC (Microsoft Windows) · PlayStation 4 · PlayStation 5 · Xbox One · Xbox Series X|S

3.17 from 455 ratings

2701 members have it in their collection · 70 playing now · 976 backlogged · 90 wish listed

How long? Main story 34h (from 1 logged playthrough)

Set in a brutally unforgiving post-apocalyptic world overrun by the undead, 7 Days to Die is an open-world game that is a unique combination of first person shooter, survival horror, tower defense, and role-playing games. It presents combat, crafting, looting, mining, exploration, and character growth, in a way that has seen a rapturous response from fans worldwide. Play the definitive zombie survival sandbox RPG that came first. Navezgane awaits!
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Release dates

  • Dec 13, 2013 (Early Access) (Worldwide) Mac, PC (Microsoft Windows)
  • May 04, 2014 (Early Access) (Worldwide) Linux
  • Jun 28, 2016 (Early Access) (North_America) PlayStation 4, Xbox One
  • Jul 01, 2016 (Early Access) (Europe) PlayStation 4
  • Jul 25, 2024 (Full Release) (Worldwide) Linux, Mac, PC (Microsoft Windows), PlayStation 5, Xbox Series X|S

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Featured in lists

Multiplayer Games by Roach · 98 games · 3

Rating distribution

5 stars
55
4 stars
124
3 stars
151
2 stars
92
1 star
33
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Community All Reviews Statuses

AdheredWeird

Status AdheredWeird Jan 16, 2024

I can't get enough of this game and I am playing on xbox one which from my understanding the game for that platform hasn't been updated in ages and it looks it. But this is one of those games where the looks don't matter as much as the gameplay and in this case the tension. This game does a great …

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I can't get enough of this game and I am playing on xbox one which from my understanding the game for that platform hasn't been updated in ages and it looks it. But this is one of those games where the looks don't matter as much as the gameplay and in this case the tension. This game does a great job on making you feel like you are under threat at all times, something is lurking just beyond that next bush. All it takes is one wrong step and you are a done for. Either through direct attack or just through trying to survive.

I am starting to think survival crafting games are my thing, BUT I have tried a bunch of others and so far none of them have the tension this has. I should also mention I am not a fan of horror so I am a bit shocked at how much I like this game.

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Tendopain

Status Tendopain Jan 8, 2024

Best game you can ever play in crafting. There are billions of crafting options. You can make million type of bases do defend and also it is sandbox.

daxid11

Status daxid11 Jul 18, 2023

If you're thinking about playing this game DO NOT play it on xbox, only play it on PC. My friend and I had a great time playing it on PC, and my wife and I were excited when it came out on gamepass because we could play it split screen. However the console version is not even close to the …

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If you're thinking about playing this game DO NOT play it on xbox, only play it on PC. My friend and I had a great time playing it on PC, and my wife and I were excited when it came out on gamepass because we could play it split screen. However the console version is not even close to the latest release (and they won't be updating it) and is buggy as hell. on day 6 we had a glitch where it put us in day 54, and all of the zombies were way overpowered against us and our day 6 gear. We had to abandon our save

it is fun on pc tho

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Naikoshino

Review Naikoshino 3/5 · Mar 4, 2023

7 Days to Die

7 Days to Die nos regala un mundo post apocalíptico de zombis, un genero bastante explotado y mas con mapas mundo abierto y estilo rpg donde tienes que irte fabricando herramientas y looteando cada cosa que encuentras, en general bastante normal en temas de jugabilidad aun que los años le pasan factura, en temas de modelados deja mucho que desear …

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7 Days to Die nos regala un mundo post apocalíptico de zombis, un genero bastante explotado y mas con mapas mundo abierto y estilo rpg donde tienes que irte fabricando herramientas y looteando cada cosa que encuentras, en general bastante normal en temas de jugabilidad aun que los años le pasan factura, en temas de modelados deja mucho que desear al ser un juego medianamente antiguo pero no podemos desprestigiar la sensación de exploración que entrega. enter image description here

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Luitenant_Gruber

Review Luitenant_Gruber 5/5 · Dec 11, 2022

Amazingly fun game, can’t stop playing

7 Days to Die is a unique experience. It is one of the many zombie survival games out there but for unknown reasons, this game feels different and superior to all of them.

Like I said, this is one of the many survival games out there. You collect resources, ammo, and weapons, fight off zombies and every seventh day you …

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7 Days to Die is a unique experience. It is one of the many zombie survival games out there but for unknown reasons, this game feels different and superior to all of them.

Like I said, this is one of the many survival games out there. You collect resources, ammo, and weapons, fight off zombies and every seventh day you prepare for the apocalypse in which hundreds of zombies charge at you like rabid dogs (which are also present). What makes it unique for me is the atmosphere. The music, the limited resources at the start of the game and the need for raiding houses and bases to get the supplies you need. It keeps you on edge and for some reason gives you the feeling that you are actually surviving if that makes any sense. The fact that the game naturally gets harder the more days you survive, enhances this feeling.

The crafting system is well thought of. You can make a sh!t ton of items in this game, each with their own purpose. Building blocks which can be upgraded, vehicles, weapons, ammo, first aid supplies, food and much more. If you got the required items and skills, you could make a pretty decent life for yourself in the apocalypse. The many ways in which to prepare yourself for the seventh day determines your chances for survival. Do you make a underground base, do you make a fortress in a dug out pit, your possibilities are almost endless. The trader can be really helpful and doing missions to keep you occupied in the meantime is a smart move.

The AI is pretty decent, and zombies really want to murder your ass when they spot you. They are programmed in such a way that they always take the shortest route to you and if that means going trough a piece of wall that has been damaged by one point, that is the way to go. Sometimes this can work in your advance so you can prepare for it. But aside from using your own tricks and skills, the AI zombies can always find you and are not to be underestimated. The raiding of the houses is intense and keeps you on the edge of your seat (in the beginning). You never know when one of those bastards leaps out on you when you turn a corner.

The graphics in 7 Days to Die are quite nice and the detail in the world is well done, except for the plants, those are just cardboard cut outs. The weather and different biome effects are also quite good and enhance the experience. The fact that you can destroy anything in this game makes you feel more “connected” to the graphics if that makes sense.

But by far the best aspect of the game for me, is the sound and music. The music is, like I said, atmospheric and reacts to the situation you are in. It is nice and peaceful during the day and gets gloomy and dark when the apocalypse is coming.

The sound effects of the tools, weapons and zombies are one of the best I ever heard in a game, I am not joking. The sound you get when firing a blunderbuss or shotgun is simply amazing. The sound design in 7 Days to Die is something I really miss in a lot of other games. I just want to hear and feel the impact of your guns or tools when you do something, and this game does just that. 10/10

7 Days to Die is still in Alpha Early Access and has been since freaking 2013! It is updated regularly but personally I think it is time to switch to Beta or to release it fully. But because of the Early Access, the price for this game is incredibly fair and I must admit that I did not encounter that many bugs or problems.

One complaint I have with this game is that, since the Alpha 19 was released, the game has constant micro stutter, even at 60 FPS. I searched far and wide, but as far as I can tell, there is no way to fix it. When walking or running, it is manageable, but when driving, it sometimes drives me mad. Hopefully, it will be fixed in the next release.

Another minor issues are the lack of animals in the game. The animals are super rare and only occasionally you see a chicken cross the road. There are mods that fix this but in vanilla, the hunter perks are useless.

But still, I think this is a great game and it came as a total surprise when I first played it. Definitely worth the money and I would recommend it to everyone.

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Eerp

Status Eerp Apr 27, 2022

I decided to try it with in a friend since it is on GamePass now and... it was not great. It reminds me of all those other survival sims, like an Ark or Conan, but uglier.

The UI is very much NOT made for console and so everything is clunky.

Maybe because it is such an older game but any …

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I decided to try it with in a friend since it is on GamePass now and... it was not great. It reminds me of all those other survival sims, like an Ark or Conan, but uglier.

The UI is very much NOT made for console and so everything is clunky.

Maybe because it is such an older game but any chance of it hooking me I feel has passed.

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mediocritic

Review mediocritic 4/5 · Mar 5, 2020

A 2020 Review - 7 Days to Die, Alpha v18 (PC)

A 2020 Review - 7 Days to Die, Alpha v18 (PC, 2013)

Score: 8/10

Mediocrity Score: Definitely Not Mediocre.

If it weren't for its unpolished nature - this game could easily be a 9/10 or dare I say - a 10/10. Survival thriller meets RPG-Esque builds and progressions. Rough edges or not, this game is an absolute blast and I …

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A 2020 Review - 7 Days to Die, Alpha v18 (PC, 2013)

Score: 8/10

Mediocrity Score: Definitely Not Mediocre.

If it weren't for its unpolished nature - this game could easily be a 9/10 or dare I say - a 10/10. Survival thriller meets RPG-Esque builds and progressions. Rough edges or not, this game is an absolute blast and I expect to see more and more content to be added over the foreseeable future. So incredibly close to being a top-tier game. I'd nickname this "The Rust Killer".

Tags: The few words that come to mind are: fun, potential, exploration, and engrossing.

Quick Take: My original review within the first 10 hours was scathing. I gave it an initial score of 4/10 because of how unpolished it is and because of that, I quickly wrote it off as a dismal attempt at a game in a very saturated genre. I was wrong. I found myself frequently recalling how much fun I had reviewing the game. Which led to me reinstalling and relaunching my little, hellish world appropriately called "EatMyShorts". Since writing that negative review, I've managed to play 72 additional hours within those two weeks. For me, that has NEVER happened. 7 Days to Die isn't a very pretty game. It has no plot or setting in a larger world. At a glance seems like a very average survival game. I made the mistake of jumping the gun and judging too harshly. But why should you play what still sounds like a pretty run-of-the-mill game? Because it is fun. Spectacularly fun. That is the #1 reason why I've decided to grade it an 8/10.

Pros:

  • Incredibly fun. An end-of-your-chair thriller. You'll shirk your real-life responsibilities to play more.

  • Every building is like a dungeon or instance. Incredibly varied - full of secret rooms, traps, and sweet-sweet loot. Also Zombies.

  • Strong RPG qualities - leveling, unexpectedly large skill tree, character builds/classes, and a large variety of quests.

  • Challenging AI. Even at a high level, the game finds ways to bring about more difficulty and more scares.

  • Finally, a post-apocalyptic survival game that could entirely be played and thoroughly enjoyed in a singleplayer mode.

  • Robust crafting system providing an abundance of items, resources, and materials to create a vast amount of objects.

  • Super customizable server/world options. Admin/singleplayer cheats are fleshed out.

  • Can dismember and decapitate zombies.

Cons:

  • Graphics and physics are quite unpolished. The world is missing a lot of the "filler" objects that make a world look less bare and cookie-cutter. Appearances often look vague, blocky, and sometimes out of place.

  • Vehicle physics are laughably bad.

  • Difficulty scales with leveling, but rewards do not appropriately scale.

  • Only non-enemy NPCs are basic traders/merchants.

  • Many of the non-combat paths seem like an after-thought. Very shallow.

  • Base building is tedious and boring. It's more useful to re-purpose and fortify existing in-game structures. This is often blocked/forbidden on online servers.

  • Leveling becomes SUPER slow to progress.

  • Quests often feel like either a waste of time or overly difficult & resource expensive to complete.

  • Online servers are a dime a dozen. Most public servers are empty/low-population or entirely looted. PVP is awkward and very unbalanced.

Concept: Fully fleshed-out survival game. Strong RPG elements make for a more strategic and complex approach to gameplay. Survive and thrive in a world with zombies that are constantly evolving into stronger versions while also growing in numbers. Looters and dungeon explorers dreamland, which is incredibly important for keeping my attention and bringing back to find out "what's behind the next door".

Graphics: Weak, but not awful. Has continually improved over time, but still needs a lot of polishing. A lot of objects, structures, and foliage look unnaturally places and all very similar looking. Cities are designed in the squarest fashion looking very fake. Much more polishing needed.

Sound: Appropriate for a survival horror genre. Mostly ambient sounds like crickets and the wind. It makes for a more bleak, lonely feeling within this existence. It also helps you hear approaching zombies or animals - also helps them hear you. Needs more variety for repetitive actions. Slamming a pickaxe against stone, or a sledgehammer against a wall/barrier becomes audibly fatiguing at some point.

Gameplay: Roller-coaster of intensity, energy, and noise. Sometimes the game is calm, peaceful, and quiet - and in a flash can quickly become loud, violent chaos that has erupted out of nowhere (see Blood Moons). It makes for a thrilling, at-the-edge-of-your-seat experience. You become paranoid, expecting an enemy to pop-out and when it doesn't that makes you even more fearful of what angle you may have missed it coming from (often in mid-air falling on you from the unchecked rafters).

Entertainment: Very fun. Very rewarding. Enough variance for multiple character builds to try different approaches and skill focus. Singleplayer brings a more paranoid, thriller of an experience. It's challenging, but also at your own pace. There is an incredible number of places to explore and secret, hidden-away places to find extraordinarily powerful loot. Playing with a few friends makes it even more compelling and entertaining of an experience. For as rough as a game, it sure is a lot of fun.

Replayability: With the addition of leveling, skill tree and focuses, randomly generated worlds, and an ever-increasing difficulty of enemies and points of interest - there is much to come back to. Online, multiplayer servers are a big value-add for replayability. Easily hundreds of hours could be spent playing.

Cheats??: Best that I've seen in a long while. Between the basic in-game available cheats like god mode, no clip, and flying - those alone may be enough. If not, the game boasts an incredibly powerful and detailed developer mode that can allow for spawning items, teleportation, instant leveling, invisibility, creative mode items (instant kill or super digging tools). The game can also be easily customized (via the menu) to permit more loot, player to AI damage, enemy speed, blood moon frequency,

Enable check-box for "in-game cheats" within the world settings menu at launch.

Press H to fly and quick move. Spacebar to fly upwards, and 'C' key fly downwards.

Press F1. Type DM and press enter. This enabled developer mode.

Press the' U' key to get the creative menu.

Press the ESC key to see more options like changing day and time of day.

Holding CTRL and right-clicking a place on the map will teleport you to that location.

Giveselfxp X - gives player experience points. X equals the number of experience points.

---Full Review Below---

7 years into the development and early-release availability, the developers continue to put forth regular updates at an increasingly high level of quality. Since its early days, 7 Days to Die has suffered from a few incredibly bad decisions and a hint of bad luck. The decision to allow the porting of the game to console proved to a spectacularly bad call. The developers were overly ambitious and hasty in providing a license agreement for Telltale Games to hold the rights to the console ports of the game. The game was released to console in July 2016. Telltale Games abruptly laid off its staff and began liquidation in October 2018. Shortly thereafter, The Fun Pimps severed all ties and terminated its license agreement removing Telltale's rights to future updates or sequels. Because of this, the console versions were last patched in December 2017 - A15 rev. That is still the case as of today, three years later. This drug out into the courts with The Fun Pimps re-acquiring the rights via an auction for a very large sum of money, not including the very high cost of ongoing legal and auditing fees. Calling the release to console disastrous would be an understatement. In my opinion, this held back the game significantly; delaying what otherwise would have been much stronger progress, earlier on.

Today in February 2020, we have a very playable, very enjoyable version that has flown incredibly low under the radar as many game owners, or potential ones, have written this off as a loss. I have friends who have reported that they had the game marked as "ignore" or even notated as a "DO NOT BUY". Some had purchased it only to soon return it while Steam permitted them to. Why would anyone give this game another chance? I can't answer that, but what I can tell you are those people are missing out on a chaotic blast of a game. It's reminiscent of Rust but with a singleplayer option that is both fun and provides something to do. It's like DayZ, but competent in its delivery as well as not an utter heap of garbage. It's fun. Unpolished, and often jarringly ugly - but fun.

By far - the strongest component of the game lies within exploration, zombie hunting, and looting. With each map housing hundreds of buildings, structures, caves, and points of interest - each individually forming its own "instance like" dungeon to explore. It's mind-boggling how much time and effort must have gone into making this magic happen. Some buildings become unfortunately repetitive - but for the first hundred, or several hundred hours, it should provide enough variety to keep you very entertained and curious. Finding secret rooms, basements, and loot stashes becomes a fun challenge to try to spot at each building or location. Some of the points of interest include (but not limited to): construction sites, megachurches, military bases, schools or stadiums, hospitals, apartment complex/towers, cemetery w/ crypt, oil refinery, junkyard, and skyscrapers.

Zombie hunting is very rewarding and an obvious strong point. Every structure will provide a variance of difficulty and volume of zombies present. Some will have dozens, upon dozens of zombies pour through its halls and rooms. Even spicier are the zombie dogs, zombie birds, and specialty zombies like the Demolisher (who can explode), Burn Victim (who can catch you on fire), the Screamer (which howls spawning in more zombie hordes from the surrounding area), and many more. Most do not drop loot, but every once in a while they will.

7 Days to Die provides an incredibly customizable server/world-building options. A huge win is that those options are all easily adjusted within the menu, and can be readjusted at every launch of the world/server. Randomly generated from seed phrase, difficulty, speed of zombies at day, speed of zombies at night, speed of zombies during Blood Moons, frequency of blood moons, difficulty of blood moons, daylight length, persistent profiles, loot abundance, loot re-spawn time, equipment drop on death, and the list goes on, and on. I prefer generating a world of the 8K size variety and leaving most options as default. Do be prepared for a long wait (~5 minutes) to generate the map.The game is filled to the brim with possibilities that are close to perfection. One of these is the quests and treasure maps found throughout the game. The first two I obtained were hunting quests where I needed to kill a specified set of animals. The easiest sounding of the two was "kill 5 boars". This took several in-game days and hours of real-life time. Perhaps I just severely overlooked the potential or did not want to spend the so-slowly-earned skill points that I neglected to level up animal tracking skills to make this more achievable. The game also never provided guidance to do this. Ultimately I got 4/5 boars killed before giving up after spending an hour straight looking for the final boar while telling my wife "I swear it's just a single boar - as soon as I find it I'll be done playing for the night." This was not a good look for the Mediocre Boar Hunter that I so apparently am. Later on, quests seem to be equally drab, all providing pretty awful returns for the time and resources required to be used for completion. Quests DO scale with your level progression in terms of difficulty - but they do not scale their rewards making for a very unuseful, unbalanced option in the late game. These are all things that could be fixed with some adjustments and further refinement + expansion. Treasure hunts are very simple and provide a much easier way to obtain loot and goods. Do be prepared to run long distances for both. Just don't try using explosives to aid you in finding the buried treasure - it will effectively destroy the loot and fail the quest. Glad these options exist, they just need some TLC.

After ~80 hours of gameplay, I can confidently say I prefer, and recommend, either playing solo on your own private server/world or playing with a handful of friends on a private server. Publicly joinable servers are often completely looted, over-developed, and frequently have oppressive and restrictive rules. Even more strange, is that most servers seem empty or have a very low population. My least favorite modification is blocking and prohibiting players from using pre-built structures like homes or bases. Many servers force players to build crummy, and overly resource expensive bases instead of conquering, fortifying, and defending the in-game buildings. It doesn't make sense to me and kills my hopes for how I idealized online PVP to exist. Base building, in my opinion, is one of the most tedious and boring parts of the game, which only further sours.

The social community surrounding the game is a refreshingly fun time. The Reddit-based community, in particular, is both a great source of knowledge and aid, but also provides a lot of laughs primarily in the form of memes. The Steam community is much the same, but a heavier emphasis on player artwork and forum announcements, insights, bug reporting, and knowledge-base/assistance. The existing modding community is quite active, with Nexusmods alone boasting over 600 different mods. I did not test or review any of these, but the options seemed vast.

Crafting is crazy expansive, and the materials library is equally if not more so. Because of the vastness, crafting becomes VERY time-consuming to get into the depths of what is possible. With enough time and community help (assuming you play online) it becomes much more achievable. I spent most of my time finding high-quality items rather than trying to obtain the various required resources to make them. Much like Rust - salvaging, crafting, smelting, forging, etc. all take up a LOT of time. It becomes a manufacturing simulator if you're not careful. Plus - I think I have more fun with the explore and loot paths within the game, reserving crafting for immediate needs or when I really can't find something but could craft it (scopes and silencers, neither of which I ever saw drop). If you prefer it, you could get away with resource gathering and crafting rather than pure looting. Of course, you would need to get many of the schematics/recipes anyway - but many of those can be purchased from one of the NPC traders. Farming and mining are even less mature and are shallower in their offerings. At this time, I'd recommend not spending skill points on either farming nor mining.

Recent versions provide a small set of craftable or purchasable motor vehicles and one pedal bicycle. All of the motorized vehicles, while fast and powerful - are hilariously awkward and rough to control. I steered away from these except for the bicycle. Say what you will, but the pedal-bike is an ABSOLUTE charm to ride around. It's not particularly fast - but it's a joy to take a light ride through the juxtaposed, hellish city-scape with zombies hot on your tail. With upcoming patches and builds, I can only expect the vehicles to be improved on. [Challenge: Try landing the Gyrocopter on any of the towers. It makes for a great time!]

I'm happy to say I only experienced a very small amount of bugs or glitches, none of which were game-breaking or impacted my entertainment.

The Alpha 18 release (A18) of 7 Days to Die changed or introduced the following:

How experience points could be obtained by extending it beyond only zombie-killing so that other builds/focuses could achieve XP, even if much less than combat-oriented builds.

Stamina usage, levels, and drainage have been better balanced.

Added over 100 new buildings/locations available to maps, including 30 new points of interest.

Adjusted zombie AI to be smarter.

Added back schematics.

Improved melee hit detection and glancing blows.

Combat animation and sounds were improved.

Added 16 new skill books/magazines.

Added ragdoll physics.

Added new animals and animals that flee when at low health.

Added in-fighting between animals and zombies.

Possibly best of all - spears, baseball bat, spiked knuckles, and the M60 were all added.

The A18 release by all appearances seems to be one of the best, most feature-rich builds released yet. Alpha release 19 has been announced, followed by a few teasers on the developer's official Twitter. This is DEFINITELY a game I will be following and updating my review for.

Stay tuned and thanks for reading!

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Ryker

Review Ryker 2/5 · Apr 21, 2015

10 Days to Die.

This is a tough one. A friend recommended this game to me on a whim, and even though I'm not a huge fan of the survival-sim-crafting genre, I decided to give it a 24.99USD go, because I love zombies. You're dropped into a large world from the get go, sprawling with the undead and sources of loot from environmental objects …

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This is a tough one. A friend recommended this game to me on a whim, and even though I'm not a huge fan of the survival-sim-crafting genre, I decided to give it a 24.99USD go, because I love zombies. You're dropped into a large world from the get go, sprawling with the undead and sources of loot from environmental objects to discarded trash, but you're given very little direction with what to do with it to help you on your new-found task of surviving the post apocalyptic setting. This is the type of game where it helps to know someone who plays or to have a resource guide on hand, because it can seem pretty futile given this large open world and the pronounced aimlessness of the entire experience.

Keep in mind, you will die way before the 7 Days in the title, probably repeatedly until you get the hang of basic tool-making to to unlock your potential to build and fend off your brutal adversaries. 7 Days to Die is kind of a novel name, because if you're like me.. you will die in the first 10 minutes. You'll soon discover that you lose all of your loot, All of the progress you've made, besides your character level which seems to make you stronger. This isn't consolation enough when you come to the conclusion that the game makers have made it as annoying as possible to recover your body and items often respawning you on the other side of the world. Death will be a familiar friend until you learn basic toolmaking, and is a more pronounced irritation by the consequences of your demise.

Alas, all hope is not lost. A simple tool will unlock the games, truthfully, limited depth yet promising potential. You'll want your first tool to be a stone axe, requiring grass thread which you can get from punching grass, sticks which you get from punching branches and bushes, and small stones which you will find sprawling over most of the environments in the game, which you can then create by picking the item name from the crafting menu after having acquired the necessary components. Dragging and dropping these items into the crafting menu will create this item(note: you can craft in bulk if you create a task, then close the UI. This is immensely helpful for crafting while on the move).Future crafting simply requires the materials in your pack and for your to click the item name, after you've already made it once. This stone tool will increase your survivability to the umpteenth degree, not because it makes you a killing machine, but because it offers your first glimmer of potential sanctuary from the games unforgiving foes. More on this in a bit.

Speaking of foes, there are quite a few nasty creatures lurking about at any given time. You have your standard zombie, of which there are different models with varying strength. You can usually take these out by punching them, but be careful. If you're bitten in the process you can become infected which shaves your health and stamina cap in half until you manage to find antibiotics laying around somewhere in an abandoned house cabinet or other such abandoned buildings. These zombies seem fairly harmless, but in packs... make no mistake, they will be the cause of your repeated undoing. It's best to take on single zombies for XP and items, but avoid trying to take on packs of enemies. You can be stunned by enemies, which makes it impossible to run from them. Packs are all but an assured death and a long commute time for your character. Speaking of running, it's not always a surefire way of evasion, as you can injure yourself by stepping over poison terrain, burning logs, and sprain/break your legs, making you more vulnerable than you would be otherwise. This is where the player must exercise his awareness and ability to discern the appropriate course of action for a given situation.

The other foes include fat zombies, wild mountain men zombies, and dismembered zombies. Fat zombies have incredible strength and health. Fight one at your own peril. It might be best to avoid them til you're a higher level or have better weapons. Mountain men zombies are equally as formidable, but they seem to be a bit more agile and quick to hit. Dismembered zombies are kind of annoying, because they can come out of nowhere(given the first person's naturally elevated view) and stun you, leaving you a sitting duck for other types of zombies. My advice is to run from all of these but the dismembered zombies, unless there are packs nearby, at least until you have adequate weaponry to take them. Bows are incredibly useful.

To continue, the most obnoxious foe I encountered were the zombie dogs. They have to be the most irritating beasts in the game for the new player.They super fast, you can outrun them til your stamina is depleted, but once its out, you're dog food. I died from these dogs so much and so often that I almost gave up on the game before I even really began. They are a major point of contention as once they spot you, especially early on, its all but an assured trip back to your body. Simply gathering water to replenish your hydration can end in an unfair fate with these muts wandering about. It's best to avoid areas where dogs have been spotted early on. Zombie dog balance is something that should be worked on. They can kill the experience for many players right off the bat.

Finally, the last and most formidable foe is not a physical entity at all. Well, so to speak. Once the nighttime cycle begins, which you can adjust in the games settings(less is more), that's when things get real crazy. Every one of the above mentioned foes starts to run, and with their seemingly eagle eyed vision(which can also be adjusted via the start game options menu), darting to you at superhuman speed and often making quick work of you. It's kind of terrifying, and can be so hopeless if youre wandering about with nowhere to safely hide at nightfall. This adds a lot of tension to the game, but it's unfair how easily you can lose your progress if not savvy enough to find a hiding place, or are unaware that you need to build a safe haven before the first night, if you havent found a place to lay low. But this is where the stone axe comes in.

The little unremarkable, yet invaluable, stone axe is what'll allow you to finally let your creativity flow and flourish, and spare you from impending doom.. in most cases. As soon as you start a game(preferably on scavenger for a newbie), you'll want to create one. This axe will serve the most of fundamental purposes. It will allow you to chop wood. Why is this so important? It allows you to create wood frames. These wood frames will allow you to barricade yourself into a secure, and hopefully, elevated location to prepare for sprawling night hunt looming before you. Don't miss an important piece of information I just mentioned, you will want to find a spot that is fairly even terrain without hills that overlook where you decide to build your barricade. Zombies can and will see you from above and will dive into your little safe haven, or animal trap in this case, like the zombies from 28 days later if they have direct line of sight. It's quite startling to experience the first time it happens, but you'll soon learn the importance of staying out of a zombies view. Hiding inside a simple 3x3x2 structure, while kneeling, on a flat plain, will probably keep you safe for the first night. You've mastered the basic art of survival.

From then on you will build and expand your little construct into a full sized home, chopping wood, repairing your axe with small stones, and killing the stray zombie here and there during the day time, and slowly expanding on the items you will personally be able to make. Storage units for items, food, and medicine are particularly useful. Leaning to create a bow also makes managing the daily zombie population much easier. Meanwhile, you'll want to keep an eye on your wellness and exhaustion. Wellness is a meter that determines overall health and stamina. You can replenish this by eating. You can eat things from berries, eggs, to moldy sandwiches, to culinary cuisines. Cooking requires a campire, but be sure to place one away from your home. Not only is it a fire hazard but it can attract zombies. Make another note that carrying animal flesh will attract zombies, so it's best to keep this in one of the aforementioned storage units until use. As for hydration, that meter can be replenished via pure, or otherwise, water sources. I haven't figured out how to distill the water in my time playing, but lets just say that a less than pure source can lead to gas, and gas can attract zombies. I would drink the water at night and hide in the middle of my home on the second level. That's all there is to it. Literally.

Unfortunately, this is where the tutorial aspect of the review ends. Once you get into the swing of things, this is where the problem starts making itself noticed. You realize how little growth potential there is for your character. Sure, you can to travel to abandoned locations, clear out those areas for loot. Further reinforce your home. But besides that, there's nothing to do aside from raise the difficulty of the game. But, why?. After I learned the basics and survived a good 10 days or so, slowly building up my mini-fortress on scavenger mode, and stocking up on items, just surviving, I started to ask myself why I'd want to play on a higher mode. Mind you, i started as an adventurer at first, and all I can say is that the zombies were much more aggressive and had a higher chance at spotting you. They hit harder, too. This is something that led to some early onset disdain. It was too unforgiving for a new player. Scavenger was more than adequate, but the higher difficulty settings had zero appeal. That's because the higher difficulties only exacerbate my qualms with the game. It goes from being a survival title to a game of cat and mouse, where you are the mouse and are eternally being chased and killed. I can see how this could be alleviated on multiplayer mode, but as a solo player it's too entirely off-putting. I'm not really the type of gamer that has to prove anything to myself, so in essence, I kind of feel that I mastered the game on the easiest setting, which made the truth about the game all too glaring. It's still in alpha 11, which you should keep in mind, but there is absolutely a lack of content and direction after you get the basics down. Mastering the game is just the act of compounding on the basics. Once the grind sets in, you realize how truly pointless the experience can be. The hamster wheel reveals itself, and all you're left with is the endless day to day. If desperate, you could build high powered explosive weaponry and blow stuff up. I just felt there needed to be more.

For the few who have read this far, you can probably understand my score now. A mere 2 out of 5 stars. The game started off rocky, I mastered the basics fairly early on, but the game didn't succeed in motivating me to want to be better. The game could be experienced in its full potential on the easiest mode, and there was no reason to go any higher, other than to cause myself a major headache. Grinding endlessly with no purpose is what the game becomes, which is not purposeful at all. I am glad I tried to expand my horizons and give this genre a try. I just can't give this game a higher score than it deserves simply on its potential future changes. It could benefit from some objective based missions and tutorials, A game of surviving just to survive is just brutally depressing.

In the end, I guess i got my moneys worth. The game is called 7 Days to Die, but my interest lasted for at least 10 days. Then, it died.

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