My ideas for 2.0

Kriska

Refugee
New from TFP:



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.

storm_brewing_Final-2048x1152.jpg


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

The Dev Stream – Tuesday June 10th

Come and Join Lathan Meadows and Richard Huenink for an in-depth discussion on 2.0 features. On Tuesday, June 10th at 9 PM CT here: http://twitch.tv/fubar_prime

Streamer Weekend – Friday June 13th – Sunday June 15th
Watch a sneak peek of 2.0 from your favorite TFP Creators! If you are interested in participating, apply to our creator program here: https://creators.thefunpimps.com/

2.0 Experimental – Monday June 16th
The Public can opt into the 2.0 experimental on this day.

2.0 Stable – Monday June 30th
Barring any game breaking bugs or Certification issues we are planning on releasing stable on pc and consoles on this date.


Confirmed Features & Content
Update 6/11/25 The full release notes are now available.

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
  • New zombie types specific to the desert (plague spitter) and snow (frost claw) biomes
  • Can be disabled for ‘classic’ gameplay
Dynamic Severe Storms
  • Unique storm type per biome
  • Forces players to take or build shelter
  • Regular rain and snow still exist but are not hazardous
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
  • Voice chat can now go directly through Discord (source: dev stream)
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!
Graphics
Animals
  • New Grace model (source: dev stream)
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
Dear The Fun Pimps Team,

First of all, I appreciate the effort you put into improving 7 Days to Die with each update. The bug fixes, new mechanics, and visual upgrades are great, but I have some concerns about the latest changes.

1. The New Storm System

The idea of weather events is interesting, but the execution feels frustrating. Currently, the storm forces players to stay indoors without offering engaging gameplay. Here’s how it could be improved per biome:

  • Forest Biome: Instead of just dust, a tornado could dynamically lift blocks, zombies, and players, moving unpredictably.
  • Burnt Forest: Replace floating embers with fire geysers erupting from the ground.
  • Desert: Instead of a generic sandstorm, introduce flesh-eating locusts that attack players outside.
  • Snow Biome: Keep the blizzard but add extreme cold debuffs for immersion.
  • Wasteland: Radiation storms could gradually poison players outside, like zombie infections.

2. Perks Need Rework

Many perks feel underwhelming or unnecessary (e.g., "reduced damage while running"). They shouldn’t feel like mandatory stat checks but rather meaningful upgrades that enhance playstyles.

3. Screamer Zombies Are Overpowered

The constant screaming and endless horde summoning make encounters tedious. Please reduce their spawn rate or tweak their mechanics.

4. New Zombie Colors (Blue/Orange)

While new zombie types are welcome, the bright blue/orange radioactive zombies feel out of place. Their difficulty is fine, but their visual design could be more fitting (e.g., darker/mutated textures).

5. Biome Restrictions & Loot Debuffs

The new biome limitations feel arbitrary and punishing, discouraging exploration. Loot scarcity is already an issue—this change makes it worse.

6. Cosmetic DLCs vs. In-Game Customization

Instead of paid outfits, consider adding craftable costumes (e.g., soldier, nurse, etc.) via scavenged fabrics. This would feel more rewarding than microtransactions.

Final Thoughts

I love this game and want it to improve. Right now, v 2.0 feels like a missed opportunity—many changes add frustration, not fun. I hope you reconsider some mechanics based on community feedback.

Thanks for your hard work!
 
Dear The Fun Pimps Team,

First of all, I appreciate the effort you put into improving 7 Days to Die with each update. The bug fixes, new mechanics, and visual upgrades are great, but I have some concerns about the latest changes.

1. The New Storm System

The idea of weather events is interesting, but the execution feels frustrating. Currently, the storm forces players to stay indoors without offering engaging gameplay. Here’s how it could be improved per biome:

  • Forest Biome: Instead of just dust, a tornado could dynamically lift blocks, zombies, and players, moving unpredictably.
  • Burnt Forest: Replace floating embers with fire geysers erupting from the ground.
  • Desert: Instead of a generic sandstorm, introduce flesh-eating locusts that attack players outside.
  • Snow Biome: Keep the blizzard but add extreme cold debuffs for immersion.
  • Wasteland: Radiation storms could gradually poison players outside, like zombie infections.

2. Perks Need Rework

Many perks feel underwhelming or unnecessary (e.g., "reduced damage while running"). They shouldn’t feel like mandatory stat checks but rather meaningful upgrades that enhance playstyles.

3. Screamer Zombies Are Overpowered

The constant screaming and endless horde summoning make encounters tedious. Please reduce their spawn rate or tweak their mechanics.

4. New Zombie Colors (Blue/Orange)

While new zombie types are welcome, the bright blue/orange radioactive zombies feel out of place. Their difficulty is fine, but their visual design could be more fitting (e.g., darker/mutated textures).

5. Biome Restrictions & Loot Debuffs

The new biome limitations feel arbitrary and punishing, discouraging exploration. Loot scarcity is already an issue—this change makes it worse.

6. Cosmetic DLCs vs. In-Game Customization

Instead of paid outfits, consider adding craftable costumes (e.g., soldier, nurse, etc.) via scavenged fabrics. This would feel more rewarding than microtransactions.

Final Thoughts

I love this game and want it to improve. Right now, v 2.0 feels like a missed opportunity—many changes add frustration, not fun. I hope you reconsider some mechanics based on community feedback.

Thanks for your hard work!
Pimp dream section ✨
 
1. They want the forest to be relatively safe, so no damaging storms there. That isn't likely to change considering all the dangers they have already removed from it.

For burnt forest, people are already complaining that it is even still on fire. This didn't just happen. For there to be for geysers, you would need active and constant volcanic activity, which is not normal for Arizona.

The storms are intended (at least currently) to be realistic. Flesh eating locusts as a storm wouldn't be.

Cold isn't even in the game right now, but it will return.

Raisin being an infection that increases with time would be okay, but it works fine as it is, too.

2. I do agree they can use some work, but you didn't give suggestions for improvement, so I can't really comment on that. So, yes, they can be improved, and TFP is already making changes to them.

3. I think screamers are fine. Kill them quickly and they don't even scream. They are easy to kill and won't spawn again on the same area for at least 21 real-time minutes. Put spikes around your base and they'll even kill themselves for you if you don't want to be bothered by them

5. I agree regarding progression and hazards.

6. Making stuff in game doesn't earn them more money. Cosmetic DLC are all about making money. And we definitely didn't need microtransactions in the game.

Your summary is accurate.
 
Okay, let's say the storms can still be debated, but some of the skill choices feel underwhelming or poorly designed:

  1. "Complex Target" (Agility Tree) – Honestly, this skill seems unnecessary. It would make much more sense to move "Lockpicking" into Agility instead, since lockpicking is more about dexterity than a general skill. The same logic applies to "Daring Adventurer" and "Better Barter" from the Intelligence tree—they feel more like general perks rather than Intelligence-based.
  2. Stealth Mechanic Issues – Stealth works fine in normal situations, but during building quests, it’s completely broken. Zombies still spawn through scripted events, breaking through ceilings or jumping out of closets at set moments. I get that this is to prevent players from missing hidden zombies, but the game already marks them visually. Plus, on repeat playthroughs, players can just rush through to trigger the scripts anyway. This mechanic needs a rework to make stealth actually viable in these scenarios.
  3. Intellect Tree – "Master Perk" (Tier 4) – I don’t see the point of this perk when Tier 5 gives you an infinite-charge stun baton. Why not replace it with something more useful, like turret upgrades? Turrets are already in the game—why not expand on them instead?
These are just a few examples of skills that need adjustments or complete reworks. I haven’t played every class or tested every perk, but these issues stand out as clear candidates for improvement.
1. They want the forest to be relatively safe, so no damaging storms there. That isn't likely to change considering all the dangers they have already removed from it.

For burnt forest, people are already complaining that it is even still on fire. This didn't just happen. For there to be for geysers, you would need active and constant volcanic activity, which is not normal for Arizona.

The storms are intended (at least currently) to be realistic. Flesh eating locusts as a storm wouldn't be.

Cold isn't even in the game right now, but it will return.

Raisin being an infection that increases with time would be okay, but it works fine as it is, too.

2. I do agree they can use some work, but you didn't give suggestions for improvement, so I can't really comment on that. So, yes, they can be improved, and TFP is already making changes to them.

3. I think screamers are fine. Kill them quickly and they don't even scream. They are easy to kill and won't spawn again on the same area for at least 21 real-time minutes. Put spikes around your base and they'll even kill themselves for you if you don't want to be bothered by them

5. I agree regarding progression and hazards.

6. Making stuff in game doesn't earn them more money. Cosmetic DLC are all about making money. And we definitely didn't need microtransactions in the game.

Your summary is accurate.
 
It would make much more sense to move "Lockpicking" into Agility instead, since lockpicking is more about dexterity than a general skill.
Hacking is more about intelligence than dexterity. So this can be argued, but in general it is right to untie this skill from attributes.
Post automatically merged:

Intellect Tree – "Master Perk" (Tier 4) – I don’t see the point of this perk when Tier 5 gives you an infinite-charge stun baton. Why not replace it with something more useful, like turret upgrades? Turrets are already in the game—why not expand on them instead?
Considering the levels at which access appears, it could well be 2 game days. So in some sense it is logical.
 
Okay, let's say the storms can still be debated, but some of the skill choices feel underwhelming or poorly designed:

  1. "Complex Target" (Agility Tree) – Honestly, this skill seems unnecessary. It would make much more sense to move "Lockpicking" into Agility instead, since lockpicking is more about dexterity than a general skill. The same logic applies to "Daring Adventurer" and "Better Barter" from the Intelligence tree—they feel more like general perks rather than Intelligence-based.
  2. Stealth Mechanic Issues – Stealth works fine in normal situations, but during building quests, it’s completely broken. Zombies still spawn through scripted events, breaking through ceilings or jumping out of closets at set moments. I get that this is to prevent players from missing hidden zombies, but the game already marks them visually. Plus, on repeat playthroughs, players can just rush through to trigger the scripts anyway. This mechanic needs a rework to make stealth actually viable in these scenarios.
  3. Intellect Tree – "Master Perk" (Tier 4) – I don’t see the point of this perk when Tier 5 gives you an infinite-charge stun baton. Why not replace it with something more useful, like turret upgrades? Turrets are already in the game—why not expand on them instead?
These are just a few examples of skills that need adjustments or complete reworks. I haven’t played every class or tested every perk, but these issues stand out as clear candidates for improvement.
They are going to be making changes to perks from what they said.

1. It depends on whether or not you move while fighting. Some people stand in place and fight. For them, it's a useless perk. Others move around a lot when fighting with melee. For them, it may be a good option. Not every perk is meant to be needed by every player. As far as lockpicking, I agree that it should have stayed in agility. But the whole general tree thing is a mess already, and I would personally rather just have had it not get added. You're never going to make people happy with that tree there because people will always nitpick what is in it or not in it because people want the perks they personally use to be there so they are easy to get without using many points.

2. People play stealth a lot in this game, including in those quests you mentioned. I don't play stealth, so can't give details, but there are a lot of posts on this forum that explain stealth and how to handle those quests. In short, it's entirely possible to use stealth if you know what you are doing. It just isn't like games where you can always stay in stealth.

3. That's been debated in the dev diary. Some consider it a replacement, some consider it an upgrade. There are plenty of upgrades in the different perks, so it's not unusual. People are so focused on it being a "mastery" instead of just treating it like any other perk that they don't like it being an upgrade. I'm not sure that it needs to be changed just because it's an upgrade. I think the stun being always on is probably too over powered anyhow, and that is a good reason to change it. But the reason really isn't important.
 
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