Kriska
Refugee
Dear The Fun Pimps Team,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.
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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 & ContentUpdate 6/11/25 The full release notes are now available.
Biome Progression / Elemental Survival
Dynamic Severe Storms
- 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
Perk Updates & Rebalance
- Unique storm type per biome
- Forces players to take or build shelter
- Regular rain and snow still exist but are not hazardous
Sledgehammer Saga
- 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
New Higher Gamestaged Zombies
- A new book series for the sledgehammer weapon class
Trees and Foliage Update
- 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
Crawl out Zombies
- 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
Navezgane Makeover
- 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
Points of Interest (POIs)
- 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
Audio
- 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
Clothing Cosmetic Options, Twitch Drops and DLC
- Meaningful individual footsteps
- Sound effects for new biome zombies
- Voice chat can now go directly through Discord (source: dev stream)
Random Gen Improvements
- 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
New Quest Marker System
- More wilderness POI spawning
- Improved positioning of wilderness POIs
- Improved wilderness road placement
Multiplayer
- New quest marker art, with custom flags per quest type
Crossplay on Dedicated Servers
- Choose to spawn near a friend, so you can team up right away
- Button added to return to Main Menu before joining a game
Graphics
- Consoles will officially be able to play on dedicated servers, contingent on passing certification on each platform. Fingers crossed!
Animals
Post-1.0 Roadmap
- New Grace model (source: dev stream)
- 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
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!