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The Case for Steam Workshop Support in 7 Days to Die

DouggyFreash

New member
The survival game 7 Days to Die, developed by The Fun Pimps, has grown significantly in popularity since its initial release in 2013. Its unique blend of crafting, exploration, and zombie survival has amassed a dedicated player base. One of the key reasons for its longevity is the thriving modding community that continually produces new content and gameplay enhancements. However, despite the community’s creativity, 7 Days to Die lacks official integration with the Steam Workshop platform, which many comparable games use to streamline mod sharing and installation. This essay argues that The Fun Pimps should implement Steam Workshop support to improve user accessibility, future-proof the game, foster community growth, and enhance multiplayer experiences.


The current state of modding in 7 Days to Die is a double-edged sword. On one hand, the community produces a vast variety of mods—from extensive overhauls like Darkness Falls and Undead Legacy to simple quality-of-life improvements and custom vehicles. On the other hand, mod installation remains a complex, sometimes frustrating process for many players. Unlike games with official Steam Workshop support, players must manually download mods from disparate sources, install them into the correct directories, and often troubleshoot compatibility issues. Such a fragmented system raises the barrier to entry for newcomers and even experienced players, reducing the overall accessibility of the modding community.

Steam Workshop offers a one-click solution for mod installation, removal, and updating, drastically reducing the technical expertise required to enjoy custom content. This ease of use not only benefits casual players but also mod creators, who can focus on producing content rather than managing complicated distribution. Official Workshop integration would thereby foster a more welcoming environment for both modders and players, enhancing the overall experience and encouraging more users to explore custom content.


Moreover, integrating Steam Workshop would future-proof 7 Days to Die by aligning it with the practices of other enduring survival and sandbox games. Titles such as Skyrim, Terraria, and Project Zomboid have remained relevant years after release largely because of their robust modding communities, which are supported by Steam Workshop’s seamless infrastructure. In Skyrim, for example, the Workshop has helped sustain a thriving player base by making thousands of mods accessible in a centralized hub. By embracing Workshop, 7 Days to Die could similarly extend its lifespan and continue attracting new players even as official updates slow down.

The Fun Pimps have shown commitment to evolving the game technically, with improvements such as the move towards Unity DOTS and optimization of world generation. Implementing Steam Workshop support, while a significant task, is well within the team’s capabilities and would represent a strategic investment in the game’s future. With Unity’s native support for Steam Workshop APIs, the technical hurdles are lower than one might expect, and the community payoff would be substantial.


Community growth is another major benefit of official Workshop support. The current process for mod sharing involves scattered hosting on forums, Discord servers, and external websites. This decentralization makes it difficult for players to discover high-quality mods and for creators to gain recognition. Workshop’s centralized platform, with built-in subscription management, ratings, and automatic updates, would democratize mod access and discovery. New players could effortlessly find mods suited to their playstyle, while modders would receive greater visibility and feedback, incentivizing continued development.

Furthermore, multiplayer mod management would be vastly improved by Workshop integration. Currently, joining a modded server often requires manually downloading and installing the exact mods the server runs, leading to version mismatches and frustrating connection issues. A Workshop-enabled server could automatically prompt players to download required mods, synchronizing client and server mod lists. This seamless experience would encourage more players to try modded multiplayer, potentially revitalizing the game’s community-driven servers and roleplay scenes.


Prefab creators, who design custom in-game buildings, cities, and points of interest, also stand to benefit greatly from Workshop support. Their work is frequently shared through non-centralized platforms, limiting exposure and ease of use. With Workshop, prefab packs could be easily browsed, downloaded, and integrated into existing worlds, encouraging more creativity and diversity in world-building. This accessibility would empower players who might not have the time or skills to design from scratch to still enjoy rich, custom environments, enhancing the overall depth of gameplay.


Some may argue that implementing Steam Workshop support is too complex or resource-intensive. However, given The Fun Pimps’ demonstrated commitment to technical evolution, including large-scale optimizations and engine upgrades, integrating Workshop is a feasible and worthwhile goal. The benefits of such integration—including increased player retention, community growth, and simplified mod management—far outweigh the development effort. Additionally, the existence of Unity’s built-in support for Steam Workshop integration simplifies this process compared to building a custom solution from scratch.


In conclusion, Steam Workshop support is a crucial next step for 7 Days to Die to maintain its position as a leading survival sandbox. The current modding ecosystem, while vibrant, is hindered by technical complexity and decentralization. Official Workshop integration would dramatically improve user accessibility, help future-proof the game by aligning it with other enduring titles, grow the community through better discoverability and ease of use, and streamline multiplayer mod management. The Fun Pimps have the technical capability and community motivation to make this happen, and the player base eagerly awaits a more seamless and rewarding modding experience.

By embracing Steam Workshop, 7 Days to Die can unlock its full potential as a customizable, community-driven survival game for years to come.

Sources 

“7 Days to Die Modding.” 7 Days to Die Wiki, https://7daystodie.fandom.com/wiki/Modding. Accessed 17 May 2025.

“Skyrim Workshop.” Steam, https://store.steampowered.com/app/72850/The_Elder_Scrolls_V_Skyrim/. Accessed 17 May 2025.

“The Fun Pimps Studio.” The Fun Pimps, https://thefunpimps.com/. Accessed 17 May 2025.

 
it should be sooner like its shouldve been done with the v1.0 release cause i love the game and want to run mods without the headache
No, it should not.  Steam Workshop support should only be added at the end of development.  There are plenty of games out there that added it in the middle of development and then it's filled with a ton of stuff that no longer works that you have to wade through.  It just ends up being a mess.

And don't bother with using AI to write things for you.  Just write what you want.  You could have simply said you'd like to have Steam Workshop support added now rather than in the future, where it's listed on the roadmap.  No one needs to see, or wants to see, a history of the game as printed by AI.  Also, this is a suggestion and suggestions should be in Pimp Dreams, not in Mods.  You aren't suggesting a mod even if it relates to mods, and this forum is specifically for people posting actual mods.  It isn't for discussions or suggestions at all, unless you're responding within a mod's topic.

In any case, using mods is very easy...

  1. Download the mod.
  2. Extract it to your Mods folder.
  3. Start a new game.

That's it.  Beyond looking through mods to see what you want or testing them to see if you like them, that's all there is to it.  Yes, if you want to play with other people, they should also have the mods installed unless they are something that only affects the player (like a UI mod), but that will be true even with Steam Workshop.

 
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The case against workshop support.

As far as I know there is no version option, if a mod is updated you get the latest version. What if I want to play A21.4? I can choose that in the betas but I've never seen anything like that for the workshop. Nexus and elsewhere you can download old version. If they keep compatibility with manual (or modlauncher) installs then I have no problem with it.

 
The case against workshop support.

As far as I know there is no version option, if a mod is updated you get the latest version. What if I want to play A21.4? I can choose that in the betas but I've never seen anything like that for the workshop. Nexus and elsewhere you can download old version. If they keep compatibility with manual (or modlauncher) installs then I have no problem with it.
I would assume you would still be able to manually install mods, so getting older versions from Nexus or whatever would still work normally.  There wouldn't be any reason to remove that, and as you said, they'd need to keep it to allow older versions of mods to be used on older versions of the game.

 
No, it should not.  Steam Workshop support should only be added at the end of development.  There are plenty of games out there that added it in the middle of development and then it's filled with a ton of stuff that no longer works that you have to wade through.  It just ends up being a mess.

And don't bother with using AI to write things for you.  Just write what you want.  You could have simply said you'd like to have Steam Workshop support added now rather than in the future, where it's listed on the roadmap.  No one needs to see, or wants to see, a history of the game as printed by AI.  Also, this is a suggestion and suggestions should be in Pimp Dreams, not in Mods.  You aren't suggesting a mod even if it relates to mods, and this forum is specifically for people posting actual mods.  It isn't for discussions or suggestions at all, unless you're responding within a mod's topic.

In any case, using mods is very easy...

  1. Download the mod.
  2. Extract it to your Mods folder.
  3. Start a new game.

That's it.  Beyond looking through mods to see what you want or testing them to see if you like them, that's all there is to it.  Yes, if you want to play with other people, they should also have the mods installed unless they are something that only affects the player (like a UI mod), but that will be true even with Steam Workshop.
my friend like ong gave me the idea to do ai cause it would be a little bit troll but yes it was basically just saying i want it sooner because ive had issues with so mod incombatibility and them just plain out not working and i presonally love the game and would like it sooner. I feel like if it was introduced with the 1.0 release it wouldve gotten way more traction cause this game has a lot of potential to be even greater.

 
my friend like ong gave me the idea to do ai cause it would be a little bit troll but yes it was basically just saying i want it sooner because ive had issues with so mod incombatibility and them just plain out not working and i presonally love the game and would like it sooner. I feel like if it was introduced with the 1.0 release it wouldve gotten way more traction cause this game has a lot of potential to be even greater.
Steam workshop won’t fix mod incompatibility 

 
my friend like ong gave me the idea to do ai cause it would be a little bit troll but yes it was basically just saying i want it sooner because ive had issues with so mod incombatibility and them just plain out not working and i presonally love the game and would like it sooner. I feel like if it was introduced with the 1.0 release it wouldve gotten way more traction cause this game has a lot of potential to be even greater.
There are still too many changes between now and gold for Steam Workshop to make sense.  1.0 isn't a finished game.  It's still basically Alpha 22 right now.  They'll release it when it makes more sense (closer to completion).

People seem to think Steam Workshop will fix all their problems.  That isn't the case.  Even if they have Steam Workshop support, you will still have mods that don't work or have bugs or are incompatible.  That won't change.  The main benefit of Steam Workshop is that it will automatically install the mods for you so users who have trouble installing mods can do so more easily.  Usually the mods also auto-update when using Steam Workshop, so that's another benefit... and another reason you don't want Steam Workshop before the end of development since those updates are more likely to break saves when the game is still being updated.  There *may* be other benefits, depending on how they decide to implement Steam Workshop with the game.  We don't know what they plan to do with it yet.  Many of us are hoping for things like automatic downloads of required mods when connecting to another player or server so you don't have to manually download each of them, and being able to have different sets of mods for different saves that will work automatically instead of needing to manually set up different paths like we do now.  These would be very useful QoL stuff, but they won't solve the things you mentioned.

 
This post makes an excellent case for why you should never use AI to write an essay. Yikes.

I agree with @Riamus -- Workshop support now would only cause problems later on.

 
In the case of Skyrim, I'm certain that 90% of the players either use Nexus/Vortes/LOOT, or are just using the Built-in modding interface (Creations) Bethesda added when they started monetizing mods. They aren't using Steam Workshop.

As others have said, this is one thing TFP is doing right. You don't start integrating workshop years before the game is finished.

I even have a fine example.   I made this ship in Empyrion almost eight years ago. Just before they "released" and left Early Access I updated it for the changes in game mechanics. When they "left EA" with v1.0 it still works.  I would be willing to be that if you pulled it down and played with it now, it would not work very well. Blocks probably need to be converted and some may not even exist anymore.

 
The survival game 7 Days to Die, developed by The Fun Pimps...


Human-Made Summary:

  1. "mod installation remains a complex, sometimes frustrating process for many players"
  2. [7D2D] might "remain relevant years after release largely because of their robust modding community"
  3. "decentralization [of mod distribution] makes it difficult for players to discover high-quality mods"
  4. "Prefab creators, who design custom in-game buildings, cities, and points of interest [would love it]"
  5. "Workshop support [might be] too complex or resource-intensive... [but] feasible and [a] worthwhile goal"

Discussion:

1. Agree, basic modlet installation can be too complex for some. Switching between games with different modlets is also complex.

2. Agree. Signs look good.

3. Agree.

4. Agree.

5. Agree.

Observation:

TFP already has Workshop Support listed as an aspiration. In time, we'll have something.

No, it should not.  Steam Workshop support should only be added at the end of development.  There are plenty of games out there that added it in the middle of development and then it's filled with a ton of stuff that no longer works that you have to wade through.  It just ends up being a mess.


Partially Agree; Partially Disagree. We can pick cases that support both doing it during early access and doing it afterwards. TFP is already supporting modlets, just not the distribution and management of them.

As far as I know there is no version option, if a mod is updated you get the latest version. What if I want to play A21.4? I can choose that in the betas but I've never seen anything like that for the workshop. Nexus and elsewhere you can download old version. If they keep compatibility with manual (or modlauncher) installs then I have no problem with it.


The ModInfo.xml file in a modlet does contain a version number. A ModInfo.xml file looks like this:

<?xml version="1.0" encoding="UTF-8" ?>
<xml>
<Name value="ZZTong-Prefabs" />
<DisplayName value="ZZTong Prefabs" />
<Description value="Adds prefabs and some RWG assets made by ZZTong. (Release V1.3-ZZ027)" />
<Author value="ZZTong" />
<Version value="1.4.027" />
<Website value="https://www.nexusmods.com/7daystodie/mods/1434/" />
</xml>




Games like Rimworld support mods for different versions of the game with the Workshop. I don't know if TFP is interested in that, or not. My (perhaps incorrect) impression of ModLauncher suggests it would be hard to NOT be compatible with it since it seems to make copies of everything.

Back to ModInfo.xml ... if another XML tag were added to let the game keep track of if the modlet were enabled or disabled, then people wouldn't have to move around directories (or make copies of their game directories) to change configurations. A step further would be if the game associated a list of modlets to be used with each saved game.

 
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In the case of Skyrim, I'm certain that 90% of the players either use Nexus/Vortes/LOOT, or are just using the Built-in modding interface (Creations) Bethesda added when they started monetizing mods. They aren't using Steam Workshop.

As others have said, this is one thing TFP is doing right. You don't start integrating workshop years before the game is finished.

I even have a fine example.   I made this ship in Empyrion almost eight years ago. Just before they "released" and left Early Access I updated it for the changes in game mechanics. When they "left EA" with v1.0 it still works.  I would be willing to be that if you pulled it down and played with it now, it would not work very well. Blocks probably need to be converted and some may not even exist anymore.


XCOM 2 and Stellaris are good examples of Steam Workshop support done right. I'm a big fan of mod auto-updates, for sure.

 
Partially Agree; Partially Disagree. We can pick cases that support both doing it during early access and doing it afterwards. TFP is already supporting modlets, just not the distribution and management of them.
I don't think comparing Early Access versus not Early Access is necessarily a good comparison.  Many games are complete when they leave Early Access, beyond bug fixes and maybe a few features here and there.  So adding the support near the end of Early Access works fine for them.  This game is still getting significant changes after leaving Early Access, so it's a different situation.  It would be like adding support 2-3 years before leaving Early Access for most other games.  Of course, there are exceptions.

 
I don't think comparing Early Access versus not Early Access is necessarily a good comparison.  Many games are complete when they leave Early Access, beyond bug fixes and maybe a few features here and there.  So adding the support near the end of Early Access works fine for them.  This game is still getting significant changes after leaving Early Access, so it's a different situation.  It would be like adding support 2-3 years before leaving Early Access for most other games.  Of course, there are exceptions.


I think its a good feature to add whenever a developer thinks it is the right time. Some developers do it early, some do not.

In my eyes, the distribution and management of modlets is a feature with very little impact on game functionality, only on loading a game, so its a good case for early inclusion. More difficult and a much bigger headache is enabling mods in the first place and TFP has supported it for years.

 
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