Improving Weapon Sound Design for Prolonged Combat

Oscar90s

Refugee
Dear The Fun Pimps Team,

First of all, I would like to congratulate you on the tremendous work you have done with 7 Days to Die. From a global perspective, it is one of the most complete zombie games available today, successfully combining deep survival systems, fully destructible building, and sustained combat in a way very few games achieve.

I am writing this as a long-time player with many hours invested, especially at high difficulties, Tier 6 missions, and prolonged combat scenarios with heavy ammunition usage. From that experience, I would like to offer a specific suggestion regarding weapon sound design.

At present, weapon sounds fulfill their basic function, but during long and intense combat sessions they can feel somewhat flat and lacking depth. They do not always convey the sense of mass, pressure, and mechanical power that the combat systems themselves already provide. This becomes especially noticeable when using automatic weapons for extended periods, where audio feedback plays a major role in sustaining intensity beyond visual cues alone.

By comparison, games such as Starship Troopers: Extermination or Cyberpunk 2077 stand out not only for sound quality, but for their use of:

layered audio (ignition, mechanical action, vibration),
low-frequency presence that conveys power,
subtle variation between shots to reduce auditory fatigue,
and a stronger sense of interaction between weapons and the surrounding space.

I genuinely believe that 7 Days to Die would benefit greatly from improvements in this area. I am not suggesting changes to animations or mechanics, but rather a refinement of audio as a primary feedback channel, especially for players who spend long sessions engaged in continuous combat. This could be a relatively low-cost change from a development standpoint, yet one with a very high impact on the feel of combat.

The game is already intense, dangerous, and destructive. A richer weapon sound design would allow that intensity to be truly felt with every shot fired.

Thank you for your time and for continuing to develop such a unique and ambitious game.

Kind regards,
Oscar90s
Veteran 7 Days to Die Player
 
Dear The Fun Pimps Team,

First of all, I would like to congratulate you on the tremendous work you have done with 7 Days to Die. From a global perspective, it is one of the most complete zombie games available today, successfully combining deep survival systems, fully destructible building, and sustained combat in a way very few games achieve.

I am writing this as a long-time player with many hours invested, especially at high difficulties, Tier 6 missions, and prolonged combat scenarios with heavy ammunition usage. From that experience, I would like to offer a specific suggestion regarding weapon sound design.

At present, weapon sounds fulfill their basic function, but during long and intense combat sessions they can feel somewhat flat and lacking depth. They do not always convey the sense of mass, pressure, and mechanical power that the combat systems themselves already provide. This becomes especially noticeable when using automatic weapons for extended periods, where audio feedback plays a major role in sustaining intensity beyond visual cues alone.

By comparison, games such as Starship Troopers: Extermination or Cyberpunk 2077 stand out not only for sound quality, but for their use of:

layered audio (ignition, mechanical action, vibration),
low-frequency presence that conveys power,
subtle variation between shots to reduce auditory fatigue,
and a stronger sense of interaction between weapons and the surrounding space.

I genuinely believe that 7 Days to Die would benefit greatly from improvements in this area. I am not suggesting changes to animations or mechanics, but rather a refinement of audio as a primary feedback channel, especially for players who spend long sessions engaged in continuous combat. This could be a relatively low-cost change from a development standpoint, yet one with a very high impact on the feel of combat.

The game is already intense, dangerous, and destructive. A richer weapon sound design would allow that intensity to be truly felt with every shot fired.

Thank you for your time and for continuing to develop such a unique and ambitious game.

Kind regards,
Oscar90s
Veteran 7 Days to Die Player
I don't know that it would be a "low cost" change, especially if TFP develops their own sound sytem for it. That would actually be quite a high financial cost, I would think.

I do hope sound design receives a different kind of love than it's been getting, e.g. implementing different sounds for items interacted with in inventory (which I'm not sure was necessary) and the like. Atmospheric sound, especially, could use a little love, imo. But, let's face it: sound design never gets the attention it truly deserves because the industry is obsessed with graphics. ;)
 
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