To The Fun Pimps Dev Team,
I've been a longtime fan of Seven Days to Die, playing it for years across multiple builds, and I’ve loved the progression and depth that made this game stand out in the survival genre. It's gritty, immersive, and brutally honest—exactly what survival should feel like. That’s why I’m writing with real disappointment about a couple of recent mechanics that completely break that immersion: the biome badge system and the smoothie mechanics.
Let’s start with the biome badge. I understand wanting to incentivize exploration or allow players to survive harsher zones, but handing out a magical "congrats, you're immune now" token completely undercuts the realism the game built its name on. Survival should be earned through adaptation—proper gear, environmental awareness, and resource management—not through a badge that handwaves the danger away.
This isn't an RPG where you drink a potion and suddenly resist lava. It's Seven Days to Die. Where’s the gritty logic in becoming resistant to radiation or snowstorms just because you passed an invisible checklist? If anything, biome survival should be tied to crafted gear:
This would deepen the survival experience without breaking immersion—and give players real goals tied to their environment, not just artificial “progression gates.”
Now, about the smoothie system. I don’t even know where to begin with this one. Mixing snow, blueberries, and coal into a drink that suddenly nullifies freezing temperatures is cartoon logic at its worst. It’s not clever, it’s not immersive, and it feels like a shortcut slapped on for the sake of feature padding. This is survival, not a Saturday morning chemistry experiment.
If smoothies are going to exist, they should be used for minor buffs, like hydration, stamina recovery, or mild health regen. But crafting a snow-conquering beverage out of literal charcoal dust and fruit? That’s immersion-breaking in the worst way. At least make the mechanic plausible—maybe herbal infusions, protein shakes, or cooked broths with proper heating effects.
I say this not to insult your team, but to voice what I’m sure many longtime players are feeling: these systems feel lazy, and they weaken the survival identity that made this game special in the first place.
Seven Days to Die is close to greatness. You’ve built something people care deeply about. But systems like this chip away at the trust and connection players have with the game world. Please reconsider the direction these mechanics are heading. Survival games should challenge our creativity and adaptability—not hand us cartoon solutions to real threats.
Sincerely,
A long-time fan who still believes this game can be the best in the genre.
I've been a longtime fan of Seven Days to Die, playing it for years across multiple builds, and I’ve loved the progression and depth that made this game stand out in the survival genre. It's gritty, immersive, and brutally honest—exactly what survival should feel like. That’s why I’m writing with real disappointment about a couple of recent mechanics that completely break that immersion: the biome badge system and the smoothie mechanics.
Let’s start with the biome badge. I understand wanting to incentivize exploration or allow players to survive harsher zones, but handing out a magical "congrats, you're immune now" token completely undercuts the realism the game built its name on. Survival should be earned through adaptation—proper gear, environmental awareness, and resource management—not through a badge that handwaves the danger away.
This isn't an RPG where you drink a potion and suddenly resist lava. It's Seven Days to Die. Where’s the gritty logic in becoming resistant to radiation or snowstorms just because you passed an invisible checklist? If anything, biome survival should be tied to crafted gear:
- Desert: sun-resistant clothing and hydration-focused buffs.
- Snow: cold-weather gear and heat sources.
- Burned forest: a gas mask to protect against ash (which would make relocating coal nodes there more meaningful and immersive).
- Wasteland: layered radiation protection—think hazmat suit mods or a modular gear system.
This would deepen the survival experience without breaking immersion—and give players real goals tied to their environment, not just artificial “progression gates.”
Now, about the smoothie system. I don’t even know where to begin with this one. Mixing snow, blueberries, and coal into a drink that suddenly nullifies freezing temperatures is cartoon logic at its worst. It’s not clever, it’s not immersive, and it feels like a shortcut slapped on for the sake of feature padding. This is survival, not a Saturday morning chemistry experiment.
If smoothies are going to exist, they should be used for minor buffs, like hydration, stamina recovery, or mild health regen. But crafting a snow-conquering beverage out of literal charcoal dust and fruit? That’s immersion-breaking in the worst way. At least make the mechanic plausible—maybe herbal infusions, protein shakes, or cooked broths with proper heating effects.
I say this not to insult your team, but to voice what I’m sure many longtime players are feeling: these systems feel lazy, and they weaken the survival identity that made this game special in the first place.
Seven Days to Die is close to greatness. You’ve built something people care deeply about. But systems like this chip away at the trust and connection players have with the game world. Please reconsider the direction these mechanics are heading. Survival games should challenge our creativity and adaptability—not hand us cartoon solutions to real threats.
Sincerely,
A long-time fan who still believes this game can be the best in the genre.