What's New in 1.1
Rebuilt Editor
The configuration editor has been rewritten from the ground up using the Avalonia framework, making it a standalone cross-platform application that runs on Windows, macOS, and Linux. It ships with a dark theme by default and bundles several example configurations, Classic Boids, City Migrators, Loose Swarm, and Road Horde, so new users can start experimenting immediately.
![]()
Smarter Road Navigation
The StickToRoads processor now builds an actual road network graph, allowing agents to traverse road systems naturally without needing extra influence. Dead-end roads no longer trap agents.
Weight-Based Population Distribution
The old GroupSize system has been replaced with a straightforward Weight property on each movement system. Previously, agents were assigned to groups using an unintuitive group ID scheme that was difficult to reason about. Now, each system simply declares a weight and the total agent population is distributed proportionally. If you have two systems with weights 1 and 3, the first gets 25% of agents and the second gets 75%. Simple and predictable.
Biome-Aware Behavior
You can now force agents to either stick to biomes of your choice or avoid them.
Population Ramping
New PopulationStartPercent and FullPopulationAtDay settings let the simulation gradually ramp up its population over the first several game days, easing players into the experience rather than dropping them into a fully populated world on day one.
Rebalanced Spawning
Spawn logic has been reworked to more faithfully reflect vanilla spawning chances, making the mod feel like a natural extension of the base game rather than a replacement.
Changelog
NOTE
- Fix: Warning about configuration changes incorrectly shown on non-hosts.
- Fix: Agents getting stuck on roads with dead ends.
- Fix: Sound events now use distance-based positioning instead of exact coordinates.
- Fix: Sound events are stacked when the simulation is paused during bloodmoon.
- Fix: Smell being ineffective because of the spawner source being set to `Biome`, make smell work the same for all spawner sources.
- Improve: Rewritten Editor as a standalone cross-platform application (Windows, macOS, Linux).
- Improve: StickToRoads processor now builds a road network graph, agents can now traverse roads without an additional influence.
- Improve: Rebalanced spawning logic, this should now truly reflect vanilla spawning chances.
- Improve: Editor now prompts about unsaved changes when closing.
- Feature: Added `InfiniteZombieLifetime` option to prevent zombie lifetime expiration (#40).
- Feature: Added example configurations with documentation (Classic Boids, City Migrators, Loose Swarm, Road Horde).
- Feature: Added `PopulationStartPercent` and `FullPopulationAtDay` to ramp up population over game days.
- Feature: Added biome-aware processors.
- Feature: Added dark theme as the default Editor theme.
- Feature: Example configurations are now shipped with the Editor.
- Change: Configuration schema now uses `Weight` instead of `GroupSize` for systems.
- Change: Removed `FastForwardAtStart`.
- Change: Editor is now a separate download from the mod.
- Change: Removed the legacy editor.
The editor is no longer bundled with the mod, they are two separate downloads now due to the editor being cross platform now. Visit the GitHub release page and download the mod and optionally if you want to create your own configuration download the editor for your platform.
Documentation: https://7dtd-walkersim2.readthedocs.io/1.1/
Version 1.1 Beta
Hey everyone, version 1.1 beta is here and it's a big one! This update brings a completely rewritten Editor, smarter road navigation, rebalanced spawning, and a bunch of fixes.
If you're new here: WalkerSim 2 simulates thousands of zombies walking across your entire map at all times. They roam roads, group up, visit cities, and react to sounds like gunfire and explosions. When one gets close to you, it spawns as a real zombie. Your actions have consequences even when you can't see the horde coming.
New Standalone Editor
![]()
The Editor has been completely rewritten as a standalone cross-platform application. It runs on Windows, macOS, and Linux, no game installation required. Load any world, tweak your configuration, and watch the simulation play out in real time before committing to anything in-game. Also I left a little easteregg/gimmick in the Help > About dialog, I hope you like it!
The Editor is now a separate download from the mod itself. Grab the right version for your platform from the GitHub release page.
Example Configurations
Not sure where to start? This update ships with four example configurations, each with full documentation:
- Classic Boids - Flocking behavior where zombies naturally group together and move as a swarm
- City Migrators - Zombies that stay within cities and migrate between them
- Loose Swarm - A relaxed spread of zombies with gentle grouping tendencies
- Road Horde - Tight formations that march along roads in organized hordes
You can load these directly into the Editor to see how they behave and use them as a starting point for your own setup.
Smarter Road Navigation
The StickToRoads processor has been overhauled. It now builds an actual road network graph from your world data, so agents can properly traverse roads including navigating intersections and finding paths, without needing an additional influence processor to push them along. Dead ends no longer trap agents either.
Rebalanced Spawning
The spawning logic has been rebalanced to truly reflect vanilla spawn chances. If you felt like the zombie variety was off in previous versions, this should bring it in line with what the base game intends.
Full Changelog
Fixes
- Warning about configuration changes incorrectly shown on non-hosts
- Agents getting stuck on roads with dead ends
- Sound events now use distance-based positioning instead of exact coordinates
Improvements
- Rewritten Editor as a standalone cross-platform application (Windows, macOS, Linux)
- Fast advancing the simulation is now more accurate
- StickToRoads processor now builds a road network graph for proper road traversal
- Rebalanced spawning logic to reflect vanilla spawn chances
- macOS builds now produce a proper .app bundle with icon
New Features
- Added InfiniteZombieLifetime option to prevent zombie lifetime expiration
- Added example configurations with documentation (Classic Boids, City Migrators, Loose Swarm, Road Horde)
Changes
- Editor is now a separate download from the mod
- Removed the legacy editor
Download
This is a beta release, please report any issues on GitHub.
https://github.com/ZehMatt/7dtd-WalkerSim2/releases/tag/1.1-beta
NOTE: The mod and Editor are separate downloads
- Mod: WalkerSim2-1.1-beta.zip
- Editor (Windows): WalkerSim2-Editor-Windows-x64-1.1-beta.zip
- Editor (macOS): WalkerSim2-Editor-Mac-arm64-1.1-beta.zip
- Editor (Linux): WalkerSim2-Editor-Linux-x64-1.1-beta.zip
Small hot-fix, sorry about that.
Changelog
Documentation: https://7dtd-walkersim2.readthedocs.io/1.0.4/
- Fix: Walk type not being reset, can carry onto new spawned agents.
Since the game apparently has no interest in saving health or the dismemberment I decided to do that myself. Health/Dismemberment is now fully persistent even when you exit and load an existing save, this only applies to zombies spawned by WalkerSim.
Changelog
Documentation: https://7dtd-walkersim2.readthedocs.io/1.0.3/
- Fix: Zombies that despawned a few in-game days before would immediately die when spawned again.
- Fix: Health is now properly saved across despawns/spawns also after exiting and loading existing saved game.
- Fix: In some cases it failed to spawn a zombie where it should have been possible.
- Feature: Dismemberment state is now persistent.
- Feature: Despawned zombies that have dismembered legs will now move slower in the simulation.
- Change: Spawn selection now cycles through entity groups with better respect to `none`, spawn chances should now better reflect original.
Just a small fix, this should also stop them from digging since that appears to happen when they spawn inside a block.
Changelog
Documentation: https://7dtd-walkersim2.readthedocs.io/1.0.2/
- Fix: Zombies sometimes spawn inside blocks.
Small mistake slipped in, sorry about that.
Changelog
Documentation: https://7dtd-walkersim2.readthedocs.io/1.0.1/
- Change: Remove verbose logging of sound info.
With this new release I consider it to be 1.0.0, thanks everyone for the all support and all the testing!
Changelog
- Fix: Pausing the game did not pause the spawn protection time.
- Fix: Enemy animals did not spawn, snakes, dogs and so on should now be back.
- Feature: The distance the sound travels now considers the environment, for example, when in-doors then sounds will not travel as far making gun play more viable, this applies to all sounds emitted.
- Improve: The spawn chances now respect `none`, when `none` is selected it substitutes with ordinary enemies now, this was the cause for a lot of strong zombies to spawn.
- Improve: Performance improvements, there was a chance for some small hangs to happen, this should be resolved now.
- Change: Agents in the simulation will now use the same rage walk speed set by the game when affected by sounds.
Documentation: https://7dtd-walkersim2.readthedocs.io/1.0.0/
This release addresses a problem where zombies would no longer walk to cities and a few smaller changes.
Changelog
Documentation: https://7dtd-walkersim2.readthedocs.io/0.9.20/
- Fix: CityVisitor could get agents stuck at some areas depending on the map, reworked the entire logic.
- Fix: `walkersim stats` did show some incorrect information.
- Feature: A new console command `walkersim config`, it will print the loaded configuration.
- Improve: `walkersim help` will now list all available console commands including the parameters.
- Improve: The documentation about EAC was slightly misleading.
- Improve: Minor performance optimizations.
- Change: `walkersim stats` now shows the simulation time which is converted from ticks.
Changelog
Just a smaller release improving the newly added CityVisitor processor.
- Improve: Better distribution for CitiyVisitor, agents will now spread out further in the area.
- Improve: The heuristic for city detection.
Documentation: https://7dtd-walkersim2.readthedocs.io/0.9.19/
Changelog
- Fix: The simulation now keeps track of the TimeToDie variable, which potentially caused Ferals to live past their expiry time.
- Fix: The code to prevent spawning already existing classes could actually do the opposite in some cases.
- Feature: Added a heuristic to detect cities on the map by looking for POI clusters; in rare cases, it might falsely classify a cluster as a city.
- Feature: Added movement processor `PreferCities`, which allows keeping zombies within cities.
- Feature: Added movement processor `AvoidCities`, which allows keeping zombies outside cities.
- Feature: Added movement processor `CityVisitor`, which has zombies stay in and traverse cities before moving to the next one.
- Change: Default configuration has been reworked to use the new features, and the default population density has been reduced to 140. This should be less overwhelming now.
- Change: Reduced the speed of simulated agents from 1.4m/s to 0.8m/s.
Documentation: https://7dtd-walkersim2.readthedocs.io/0.9.18/