Big 7 Days to Die Wishlist: Bring Back Old Favorites + New Biomes, Weapons, Farming, Night Horror & More

Kalnazzar

Refugee
Dear Fun Pimps Team,

First off, thank you for everything you’ve done with 7 Days to Die. The game has improved so much over the years. The new engine, better models, smoother animations, and all the quality of life changes (Empty Jars coming back with a good refund rate, the new Apiary, and the teased Chicken Coop) really show how much effort you put in. The big increase in sandbox toggles lately has been great too.

As a long-time player, here are some suggestions I’d love to see added to the base game:

RWG & Large Map Improvements​


Random World Generation still doesn’t have a toggle to surround the map with an ocean. That makes real island maps impossible without mods. It would be nice to add an option to generate water on all four edges for better immersion, and make the glitchy border effect removable or optional, especially with ocean borders.

10K maps often feel pretty empty, with missing lakes, almost no big cities, sparse POIs, and lots of wasted space.

Suggested fixes:
  • Ocean border toggle
  • Option to remove the static border glitch
  • Much better support for 10K+ maps (better terrain, POI density, and biome balance)
  • New map presets: Square, Islands, Circular, Peninsula <--This I mean the shape of the land itself, Islands instead of a single mass of land or a circle. This is really needed for people wanting to make their own story with mods and stuff.

Biome Ideas​

Burnt Forest – Volcanic Overhaul: Add an active volcano with random lava rockfall events. While exploring, meteor-like lava rocks could crash down and deal heavy damage. Mine them for unique volcanic ore to craft new high-tier gear like a plasma baton or flamethrower.
  • Turn rivers into dangerous lava flows
  • New weather: Firestorm plus a fresh Ashfall that cuts visibility, slows you down, and forces breathing pauses
Swamp Biome: A creepy, toxic, overgrown nightmare full of parasitic plants.

Hazards: Purple mist, damaging swamp gas, and paralytic pollen that slows or interrupts sprinting.Mutated plants: Swinging dead trees, exploding spore pods, and rooted “zombie nests” that release swarms when disturbed.Attacks: Poison spits, pollen clouds, and vine snares. This would feel completely different from anything we have now — dark, wet, and terrifying.


New & Expanded POIs​

  • Carnival/Fairgrounds – Creepy abandoned amusement park with clown zombies and broken rides
  • Airport – Decayed terminals and runways full of loot
  • Crashed Airplane Sites – Big plane wrecks scattered in the wilderness that you can explore (some intact enough to walk through, others split in half)
  • Underground Subway Stations
  • Zoo (rotting animals + mutated creatures)

Creature & Zombie Variety​

Thanks for the Rancher and Chuck updates — they feel right for Arizona. Please add optional toggles to bring back the old Plague Spitter and old Frostclaw models so players who loved them can still use them (or even have both).

Mutated Animals – New Entity Class:
I'd love a brand-new Mutated Animals entity class (separate from regular Animals and Zombies, similar to how those two already have their own spawn groups). This would keep things organized and make it easy to add more later, like radiation-mutated insects or carnivorous/mutated plants. For example, the existing Grace (the giant mutated boar) would fit perfectly here. Another cool idea could be a massive escaped gorilla that broke out of one of the many zoos in Arizona during the outbreak — maybe repurposing the old Frostclaw model or a similar asset.

Flesh Hornets: Bring back the classic Hornets as Flesh Hornets — normal living insects that are completely immune to the zombie virus. They could build grotesque Meat Nests from carrion and rotting meat, and drop a new rare item: Meat Honey (a protein-rich substance inspired by real carrion-feeding bees). This could be used in advanced food recipes or crafting.

Blood-Afflicted Zombies: A new reactive class triggered by the Scent of Blood system when you’re bleeding or carrying raw meat. They hunt mostly by scent, making them feel sneaky and terrifying.
  • Blood Hunter – Fast, erratic sprinters
  • Plagued Blood Hunter – Vomits infected blood, shoots sticky webs, and causes bleeding/infection
  • Blood Queen – Screamer variant that rallies other Blood zombies into a siege

New Zombie Variants
  • Pilot and Flight Attendant zombies (perfect for Airport and crashed plane POIs)
Vulture Improvements: Make vultures smarter — better tracking, dive attacks, and swarm behavior.
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Scent System Improvements (2.5)​

The new Scent System is a good start. To make it even better:
  • Expand triggers to include active bleeding wounds and blood-based status effects (on top of raw meat and eating food). This would create real “Scent of Blood” tension. While the buff is active, scent-hunting zombies (Blood Hunters, Plagued Blood Hunters, Blood Queen, and improved Vultures and Flesh Hornets) could detect the player even without line-of-sight.
  • Prolonged exposure (untreated wounds or too much raw meat) could trigger a Blood Surge Event — a small reactive horde or mini blood-moon-style escalation.
  • Full optional toggle so players can choose classic, enhanced, or off

Water, Irrigation & Farming

I really like the return of Empty Jars, the new Apiary/Honey Station, and the upcoming Chicken Coop/Egg Station — they make farming feel much more complete and fun. For even more depth (fully optional with toggles):
  • Add a toggle for old-school ground farming (bring back classic dirt plots).
  • Let players use the existing pipe blocks to build real water irrigation systems:
    • Above-ground Jet Spray — Strong arcing sprinkler effect for open fields (repurpose the current flame pipe blocks by swapping fire particles for water spray).
    • Below-ground Micro Sprinkler — Gentle subterranean spray for underground or basement farms (Subsurface Drip Irrigation style).
  • Restore a water requirement for plant growth (crops need nearby water or irrigation to thrive, similar to older alphas but refined).
  • Add UV lights for viable underground farming setups.
  • Introduce fertilizer (crafted from compost or spoiled food) for bonus crop yields.
  • Keep all farming options as toggleable settings in world generation or difficulty menus so everyone can play the way they like.

Food Preservation, Spoilage, Canning & Quality System

Expand the food system and give players more ways to survive:
  • Implement a food spoilage system where unsealed food eventually expires.
  • Allow preservation using Empty Jars combined with Lard (melted from animal fat) to significantly extend shelf life. Having both systems or the option to be able to pick jars/cans. So having toggle options is awesome.
  • Add a canning system: Craft Empty Cans from iron and preserve food at a cooking station (using a pot) to create rations such as Large Beef Rations, Lamb Rations, and Chicken Rations. Peas could be added as a new crop. Having both systems or the option to be able to pick jars/cans. So having toggle options is awesome.
  • Add a new Ice Box / Freezer station that uses snow or ice as fuel to greatly slow (or nearly stop) food spoilage when items are stored inside.
  • Give cooked food quality levels based on a learn-by-doing cooking skill. Spices and garnishes could further enhance the flavors and satiation.

These would add meaningful planning, deeper cooking gameplay, and new trading opportunities on servers.

Dynamic Night Lighting​

It would be cool to have more dynamic and immersive nighttime lighting. For example:
  • The moon occasionally getting covered by clouds for long stretches, making nights truly dark and forcing players to rely on torches or flashlights for hours.
  • Occasional dry lightning storms during clear nights — pitch-black skies with sudden bright lightning flashes that create a creepy, tense atmosphere without constant rain.

Item, Tool, Weapon, Armor, Vehicle & Workstation Degradation System​

I support adding a full degradation/durability system for greater realism:
  • Weapons, tools, armor, vehicles, attachments, and mods should degrade with use and have a limited number of repairs before they break permanently.
  • Broken items should still be salvageable for parts and resources.
  • Extend the system to workstation tools and components (pots, beakers, anvils, water purifier mods, etc.) so they slowly degrade over time and eventually need replacement or repair.
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Protective Gear​

Thanks for moving away from badges. Please let us craft each piece separately (head, chest, arms, legs) into the environmental gear slots with individual durability and repairs for a more realistic feel.
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New Weapon Suggestions​

To keep combat fresh, here’s one strong idea per major class:
  • Sniper Rifle – Barrett MRAD or Accuracy International AXMC
  • Assault Rifle – HK416 or SIG MCX Spear
  • Tactical Rifle – Knight’s Armament SR-25 or FN SCAR 20S
  • Fully Automatic Handgun – Glock 18 or Beretta 93R
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  • Magnum – Smith & Wesson Model 29 (.44 Magnum) or Ruger Super Redhawk
  • Revolver – Colt Python or Smith & Wesson 686
 
  • Flamethrower – M2-style flamethrower with an alternate Flaming Chainsaw Sword variant: a spinning chainsaw blade that spews gas onto the teeth — pull the trigger to ignite it for fiery slashing carnage up close
  • Plasma Baton – High-energy plasma melee weapon with strong knockback
  • Viper Baton – Poison melee weapon that builds pressure with hits, then releases a toxic gas cloud. The poison speeds up decay, causes a DoT, and has a chance to make limbs fall off. Requires refilling a craftable Poison vial after a set amount of uses.

Other Nice Touches​

  • Bring back the classic horde-night scream
  • Optional Biome Bosses as territory guardians
Most of these could be optional toggles so everyone can play how they want.

Cement Mixer Improvements
Since the Cement Mixer already has an engine, it would make sense to let it run on gas. On top of that, it would be really useful if we could use the Cement Mixer as a compost maker. Spoiled food or expired rations could be thrown in to turn into usable fertilizer. This would tie in nicely with the food spoilage system and give players a practical way to recycle waste into something valuable for farming.

Final Thoughts​

These ideas come from a place of genuine love for the game. Adding more RWG options, biome variety, creature depth, better farming and food systems, dynamic nights, realistic degradation, new weapons, and smarter AI would make 7 Days to Die even deeper and more replayable. Thanks again for everything you do. I’ll keep building, looting, and surviving — base reinforced, blood moon rising.

Sincerely, A long-time survivor and fan
 
Since the game is based in 60s or 70s Arizona, Arizona doesn't have underground subway stations, even today. They may have railroad stations, but I doubt they plan to add em anytime soon.

How many people do you know own automatic pistoles/handguns, much less use em at any point in time? Not even the U.S military use automatic handguns.

I can tell you that food spoilage would turn a lot of people off to the game, unless it's optional to switch on and off in the start menu.

the zombies that took over the frostclaw and plague spitter are good enough, we don't need nor want both!.. Shet, the frostclaw alone was so fuuking annoying, the one they replaced it with is just as bad.

Item, tool, weapon.. Degradation system? No.. Just no. I have pots and pans from the 70s, they haven't broken once and they still do their job well. Weapons, tools and armor already have a durability degradation system, they don't need more degradation than what they got! Can you imagine an engine degrading within several game days instead of several game years? That would be super irritating as hell, it just wouldn't work!
 
Since the game is based in 60s or 70s Arizona
That's not even close to true. What gave you that idea? Yes, the world supposedly ended several decades prior to the game's setting, but look around. Everything looks as if the world ended during this decade (modern cars, weapons, tech). Which means technically the game takes place in the future.

Regardless, I agree that the game does not need underground rail if they trying to stay true to the original setting. Sometimes, I feel like that has been a detriment to the design direction, but that's a separate discussion.
 
That's not even close to true. What gave you that idea? Yes, the world supposedly ended several decades prior to the game's setting, but look around. Everything looks as if the world ended during this decade (modern cars, weapons, tech). Which means technically the game takes place in the future.

Regardless, I agree that the game does not need underground rail if they trying to stay true to the original setting. Sometimes, I feel like that has been a detriment to the design direction, but that's a separate discussion.
Cause one of my friends, who's stationed at a military base said that the army barracks and other military buildings in the game look nothing like what they have today in the US. They look like buildings from the early 60s - late 70s and some of the houses look like they were built in the 50s. Plus why would they use an old gyrocopter, instead of the more efficient helicopter?
 
That's not even close to true. What gave you that idea? Yes, the world supposedly ended several decades prior to the game's setting, but look around. Everything looks as if the world ended during this decade (modern cars, weapons, tech). Which means technically the game takes place in the future.

Regardless, I agree that the game does not need underground rail if they trying to stay true to the original setting. Sometimes, I feel like that has been a detriment to the design direction, but that's a separate discussion.
Apon doing some research, according to the lore of the game, the game supposedly takes place in 2034, after WW3.. Which makes no sense, considering the tech, buildings, furniture, weapons and cars don't match that era at all. If anything, they should look not much more futuristic than what we have today, but they don't.
 
Since the game is based in 60s or 70s Arizona, Arizona doesn't have underground subway stations, even today. They may have railroad stations, but I doubt they plan to add em anytime soon.

How many people do you know own automatic pistoles/handguns, much less use em at any point in time? Not even the U.S military use automatic handguns.

I can tell you that food spoilage would turn a lot of people off to the game, unless it's optional to switch on and off in the start menu.

the zombies that took over the frostclaw and plague spitter are good enough, we don't need nor want both!.. Shet, the frostclaw alone was so fuuking annoying, the one they replaced it with is just as bad.

Item, tool, weapon.. Degradation system? No.. Just no. I have pots and pans from the 70s, they haven't broken once and they still do their job well. Weapons, tools and armor already have a durability degradation system, they don't need more degradation than what they got! Can you imagine an engine degrading within several game days instead of several game years? That would be super irritating as hell, it just wouldn't work!

Hey, thanks for reading through the whole suggestion and giving honest feedback. I appreciate it. You're right that Arizona doesn't have underground subway stations, even today. That said, the game takes place in the future, years after World War 3 and the outbreak. So there’s some creative freedom to add things that didn’t exist in the real Arizona. Even if they never built a full subway system, something like the Deck Park Tunnel in Phoenix (with its unused transit bay and old service tunnels downtown) could still be turned into a dark, creepy underground POI. A few connected service tunnels or an abandoned underground area would give us that cool underground exploration vibe, and it would finally be a spot where flashlights, headlights, or torches actually feel necessary, and the atmosphere gets really tense. What do you think about using real, unfinished Arizona tunnels as inspiration for some dark underground POIs? On the automatic handguns, yeah, they’re rare in real life, even the military doesn’t hand them out like candy. I was thinking about gun collectors, military surplus, and rare pieces that could have survived the apocalypse. It’s a bit of a stretch, sure, but it’s a game set after World War 3, so some creative freedom is fair game. As for food spoilage and the degradation system, I agree they could ■■■■ off a lot of players if they were forced on everyone. That’s exactly why I suggested making them optional toggles in world generation or difficulty settings. The same goes for bringing back the old zombie models (Behemoth, Football Player, Cheerleader, etc.) and the original Frostclaw/Plague Spitter. Optional only
 
Cause one of my friends, who's stationed at a military base said that the army barracks and other military buildings in the game look nothing like what they have today in the US. They look like buildings from the early 60s - late 70s and some of the houses look like they were built in the 50s. Plus why would they use an old gyrocopter, instead of the more efficient helicopter?
There are plenty of houses people live in that were built many decades ago, and even over a century ago. And a gyrocopter is something a novice could fly with a bit of practice, while a helicopter isn't likely without training unless the person is particularly skilled in a way that makes them a natural. People fly gyrocopters today, so not sure why that wouldn't be modern enough.

In any case, the went for a particular style. Many horror movies and shows use older looking houses and buildings to give a more gritty and dark atmosphere. Trying to do horror in a "modern" style building (a style I absolutely do not like) would be comedic at best and ridiculous at worst, imo.

However, I wouldn't mind more paint styles for our own bases that are nicer looking.

Also, they have not given much of any details about the story of the game. Nowhere does it say it happened after WW3. And 2034 is hardly far off. Things aren't going to look much different in 8 years if that's even the year of the game. People just go by what's on calendars to say that year, but they could change those calendars at any time. For all we know, those may be bought or free assets that will eventually be replaced with ones they create that may have a different year on them. We also don't know if the game happened within day or months or years from the first zombie attack. There's reason to believe a wide range of dates (electricity still on and no overgrowth suggest a short time, while the overall look of many POI suggest a longer time).
 
Cause one of my friends, who's stationed at a military base said that the army barracks and other military buildings in the game look nothing like what they have today in the US. They look like buildings from the early 60s - late 70s and some of the houses look like they were built in the 50s. Plus why would they use an old gyrocopter, instead of the more efficient helicopter?
Yeah, that's a nice observation, but it was clearly a deliberate choice by the devs because when people think of barracks, they will generally picture what we see in the game. Not modern buildings. I get that's not reality, but the devs went with a stylistic choice. I think the modern cars and tech are a stronger indication of when the game takes place.

Now, the 2034 setting has caused a bit of confusion, but as Riamus said, that really isn't that far off. Again, speaking stylistically, I have a feeling the devs went with the safer choice of depicting modern tech instead of trying to imagine what it would be like in 2034. It would just feel off. Personally, I think they should abandon that 2034 idea and stick to within the decade.

As far as the gyrocopter, what's more efficient about a helicopter? I'd argue it's less efficient. Now what you might be trying to say is easier to fly? More capable? Sure. But again, there's nothing inherently "60's or 70's" about a gyrocopter. It's a hobby craft. People still build and fly them today.
 
Cause one of my friends, who's stationed at a military base said that the army barracks and other military buildings in the game look nothing like what they have today in the US. They look like buildings from the early 60s - late 70s and some of the houses look like they were built in the 50s. Plus why would they use an old gyrocopter, instead of the more efficient helicopter?
tfp arent americans, i think it is reasonable they'd base their military stuff on anachronistic iconography movies depict instead of what is contemporary(and therefore quickly made obsolete by the passage of time). i have been out of the loop on us military stuff for about 21 years...it looked correct to me to the point where i didnt even notice it was out of date at all
 
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