7 Days To Die

7 Days To Die Dev Tracker




Comment
    SylenThunder on Steam Forums - Thread - Direct
It probably won't be any different than the Steam Deck.

Playable probably, but not great, and you won't have the hardware for a lot of mods. Can't really host a game either unless it's with like one other player and you use a small map.

7 Days is a hardware-intensive game.

Yesterday

Comment
    faatal on Forums - Thread - Direct

LOL. I knew those dates when I posted. It was 6-7 weeks out then, which I rounded up to a few months. Remember my post about using x2 or x3 time on programming task estimates? Same concept. I know how times slip.

Comment
    faatal on Forums - Thread - Direct

Yes, whether you control the servers or not makes a difference.

Comment
    SylenThunder on Steam Forums - Thread - Direct
Bedroll prevents POI spawns and random biome spawns in its radius.

Land Claim Block only prevents POI sleeper spawns if you fully clear the POI zones before placing it.

Aside from that, nothing is preventing spawns.
Comment
    SylenThunder on Steam Forums - Thread - Direct
The quality/level of gear and other loot that you find is based on your loot stage.

So what this mechanic is doing is capping the loot stage you are able to obtain in the lower difficulty biomes. As a result in order to get higher tier loot, you will need to unlock the higher tier biomes. No more playing it safe and getting uber while in the forest to go loot the wasteland. The new biome progression also prevents you from just bee-lining to the wasteland on day 1.
Comment
    SylenThunder on Steam Forums - Thread - Direct
I would not anticipate it working for long.

It isn't that developers give their souls to MS either. It is that code execution and security standards require dropping obsolete OS's.

I would bet that 2.0 with dedicated server cross-play will exclude 7 and 8.
Comment
    SylenThunder on Steam Forums - Thread - Direct
As others have stated, due to the size of the data in a single save, plus the number of files contained in a save, makes cloud sharing untenable.

Take a search on the forum before posting a thread, and you will find that this has been brought up numerous times.
https://steamcommunity.com/app/251570/discussions/search/?q=%22Cloud+Save%22&gidforum=648814395754543790&include_deleted=true&sort=time
Comment
    Roland on Steam Forums - Thread - Direct
Originally posted by Avi: ...
After doing some quests, you get access to special (higher difficulty) quests. After doing 3-5 of those you get access to the traders special recipe make the items/potions needed to progress you to the next biome.
No magazines needed.

It will somewhat work like this except instead of getting your tasks from the trader the tasks will show up as new categories in the challenge UI. There will be several tasks you must accomplish and when finished you visit a trader to get your reward which will be the upgrade needed to live in the biome. No magazines will be needed. It isn't going to be a craftable item but more like a special quest item like you see in other RPG games that just sits in your inventory and you can't do anything with it-- you just own it. In this way everyone has to do the tasks for themselves and no one can create or gift the upgrade for anyone else.
Comment
    Roland on Steam Forums - Thread - Direct
Originally posted by Avi: ...please, PLEAAASE, don't put more magazines into the game. My worst nightmare would be if we need to find 100 "Heat Resistance Magazines" in order to progress into the Desert. (Judging by the fact that this game has turned into a magazine reading simulator, I'm assuming this is the plan, but feel free to correct me.)

Good news and bad news.

Bad News First: They are adding another magazine to the game specifically for Sledgehammers. If you don't perk into Sledgehammers then it won't affect your gameplay too much since the chance to find those won't be boosted but still....more magazines are coming.

Good News: Resistance to the new biome hazards of smoke, heat, cold, and radiation won't be based on magazines at all so you won't have to search out any magazines in order to progress into the desert. There won't be any heat resistance magazines or radiation preventi... Read more
Comment
    faatal on Forums - Thread - Direct

A warning was issued, so that trolling should be over. Calling staff liars is not acceptable. We are not perfect, but I strive to keep the company and myself honest.

Comment
    faatal on Forums - Thread - Direct

I did not say that. Why would we spent time working on a feature we knew would not get approved?


Nothing in life is guaranteed. Anything the company or I say about ANYTHING could NOT happen.

Comment
    Roland on Steam Forums - Thread - Direct
That was the theme music 7 Days originally used but it wasn't created by TFP. It was a store bought asset that any studio could purchase and use. Despite it being popular, TFP dropped the asset in favor of original music created in house.

The fact that another game is using it is exactly why TFP chose to go with something that would be uniquely theirs.

What's funny is that you claim that they are ripping off TFP while back in the day TFP was accused of ripping off 28 Days which this song sounds hauntingly familiar to.
Comment
    Roland on Steam Forums - Thread - Direct
Originally posted by Crayzus:
Originally posted by Roland: Version 1.3 stable build released on Feb 12 2025. That’s an update during the first quarter of 2025 and 1.2 was released in quarter 4 of 2024. So that’s an update per quarter so far.

There might be a 1.4 coming soon and 2.0 is probably going to be this summer from comments made by developers.

They’ve fallen behind their schedule but that’s no surprise to anyone following this game’s development. But there is no sign of abandonme...
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Post
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.

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 ... Read more

05 Mar

Comment
    Roland on Steam Forums - Thread - Direct
Version 1.3 stable build released on Feb 12 2025. That’s an update during the first quarter of 2025 and 1.2 was released in quarter 4 of 2024. So that’s an update per quarter so far.

There might be a 1.4 coming soon and 2.0 is probably going to be this summer from comments made by developers.

They’ve fallen behind their schedule but that’s no surprise to anyone following this game’s development. But there is no sign of abandonment.
Comment
    faatal on Forums - Thread - Direct

Towns POIs, wilderness POIs and roads are already on a full world grid. There is random variations so wilderness POIs don't look grid like and roads have smoothing.


04 Mar

Comment
    faatal on Forums - Thread - Direct

Autonomous Sensory Meridian Response? Creepy!

We are working on a new doc of 2.0 features as I generally only like to hint at spoilers for my own stuff and not other dev's. Hopefully that gets posted *soon and we start our 2.0 dev diary.


*soon does not indicate or guarantee any actual amount of time. Use with caution and plan accordingly. Have a nice day!

Comment
    faatal on Forums - Thread - Direct

Console optimizations are mostly good for PC, but occasionally a console optimization will save memory at the expense of performance. We have the console devs leave those off for PC.


People also don't understand game optimization. All complex games are optimized or they would run at 1 or 5 FPS, be a stuttery mess and be unplayable. That is why you never wait until a game ships to optimize it or you or your testers could not even test it! I see game reviews all the time with "they didn't optimize the game" or "optimize your game dude!". What they really want is additional optimizations. Those last half, diminishing return optimizations that are harder and harder to get or take more and more time, which is why there is always a cutoff point of good enough.


Sure, it takes about 2% of my time reviewing console dev changes and giving feedback and half of those changes are for general bugs that also effect PC anywa...

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Comment
    faatal on Forums - Thread - Direct

If it were up to me I would never give a date for anything. Approximations are ok, but even those are often misread as some guarantee.


Most people don't understand that game dev has a lot of magic like research to it that no one can say how long it will take. A fresh example is I started on something last Friday that I thought would be a few hours improving idle<>walk<>run anim blending rates as the existing lerp on top of a lerp looked like a bad way to do it and caused a still moving bug when we turn off AI while testing. A few hours later I did not like how the new linear rate change looked. Saturday, I think I can get this done in a few hours and 9 hours later I still don't like it after trying many techniques. Today after most of the day I was mostly happy and decided it was good enough. Estimating coding time on new or rewritten features is like going to a casino. My advice these days to programmers is just say x2 or x3 of whatever you think i...

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Comment
    faatal on Forums - Thread - Direct

Our console team is another company and they even help us work on general features, optimizations and bugs besides console, so hiring them to do console actually speed up PC dev. Our TFP programmers work 99% on PC, many of them never touch console. We do not plan features based on console. We tell the console guys to make it work and if it does not, we don't go removing it from PC. Examples of console limits - world sizes, max player counts, mods, dedi servers, save game total size.


Over half the stuff on the internet guessing how we do development is wrong, because they don't work here and/or have no clue about game development.