Transmission Recovered: Survivor Log #47
Date unknown. Location: Somewhere between Perishton and Navezgane Highway.
I’m not alone out here. Not entirely. There are others. Not many. Maybe just voices on the wind, maybe ghosts in broken radios.
We’re the ones who still believe. The ones who remember when this place was more than a loot-run between trader hubs. When survival meant struggle — not just shooting. When crafting mattered. When building meant something.
Thank you for the last transmission — your "livestream," as you called it. Some of us tuned in, even out here, crouched in shadows. We heard you. And we saw you looking into the issues. That matters.
But it’s not enough.
I don’t speak for everyone. I don’t even know if they’re still alive. But I speak as one of the few — the stubborn, quiet ones who stayed after the fires cooled, after the cities fell, after the sky stopped turning blue. The ones who fell in love with the raw, brutal promise you made once — a survival crafting game in a dying world.
Now… it's becoming something else.
A looter shooter. A cycle of missions and bullet storms. A theme park for the ■■■■ed.
And yes — it's your world. You forged it. But it's ours too. We paid for it with coin, time, blood… and faith.
Please don’t forget the bones you built it on.
Traders…
Where do they get their supplies? Who do they trade with? Who protects their walls while the rest of us starve, fight, and dig through rubble? It breaks immersion. It breaks reality.
Let them stay in your "story mode" if you must — but give us an option to disable them in survival. Let us find quests the old way… scraps of paper left in forgotten cars, notes nailed to doors… the way it used to be.
Legendary Weapons…
We already scavenge for everything. Adding unique, uncraftable guns only pushes crafting deeper into the shadows. If you must add them, then let us build them — not just find them.
Give us rare blueprints. Unique components. Skills that matter. Let the gunsmiths and tinkerers have their glory, not just the looters and raiders.
Magazines and Skill Progression…
The “learn by doing” system had flaws, sure. But this?
Now it’s all:
Quest → POI → return → repeat.
And we call that progress?
What about the miner who never leaves his cave? The hunter who avoids cities? The builder who never fires a gun?
Should they be punished for not grinding POIs?
Why not learn by using?
Use an item → understand its weaknesses → craft a better one.
Simple. Logical. Organic. No spam. No exploits. No running in circles for loot you don’t need.
Just survival. The way it was meant to be.
Food. Farming. The Small Things.
Why is the best food locked behind loot tables? Why is every path forced through the same narrow funnel: loot, loot, loot?
Farming is shallow. Cooking is basic. Survival feels like an afterthought.
This world used to be dangerous.
Now it's just busy.
I’m not angry. I’m not bitter. But I am tired.
And I’m still here.
Digging. Hunting. Waiting. Hoping.
If you’re still listening, then maybe there’s still a chance.
Maybe the next patch won’t just bring new toys… but bring balance.
Bring choice.
Bring survival back.
We remember what this world once was.
And what it still could be.
— A survivor.
Still crafting.
Still building.
Still hoping.
Even now.
Edit: also, biom progression could be made more organic, natural, but thats minor issue.
Date unknown. Location: Somewhere between Perishton and Navezgane Highway.
To those still listening…
To those who built the world before it burned…
I don’t know if you still monitor these frequencies. I don’t know if this will reach you. But I’ll leave this here anyway. For history. For hope. For the ones who remember what this world used to be — or what it could still become.
I’m not alone out here. Not entirely. There are others. Not many. Maybe just voices on the wind, maybe ghosts in broken radios.
We’re the ones who still believe. The ones who remember when this place was more than a loot-run between trader hubs. When survival meant struggle — not just shooting. When crafting mattered. When building meant something.
Thank you for the last transmission — your "livestream," as you called it. Some of us tuned in, even out here, crouched in shadows. We heard you. And we saw you looking into the issues. That matters.
But it’s not enough.
I don’t speak for everyone. I don’t even know if they’re still alive. But I speak as one of the few — the stubborn, quiet ones who stayed after the fires cooled, after the cities fell, after the sky stopped turning blue. The ones who fell in love with the raw, brutal promise you made once — a survival crafting game in a dying world.
Now… it's becoming something else.
A looter shooter. A cycle of missions and bullet storms. A theme park for the ■■■■ed.
And yes — it's your world. You forged it. But it's ours too. We paid for it with coin, time, blood… and faith.
Please don’t forget the bones you built it on.
Traders…
Where do they get their supplies? Who do they trade with? Who protects their walls while the rest of us starve, fight, and dig through rubble? It breaks immersion. It breaks reality.
Let them stay in your "story mode" if you must — but give us an option to disable them in survival. Let us find quests the old way… scraps of paper left in forgotten cars, notes nailed to doors… the way it used to be.
Legendary Weapons…
We already scavenge for everything. Adding unique, uncraftable guns only pushes crafting deeper into the shadows. If you must add them, then let us build them — not just find them.
Give us rare blueprints. Unique components. Skills that matter. Let the gunsmiths and tinkerers have their glory, not just the looters and raiders.
Magazines and Skill Progression…
The “learn by doing” system had flaws, sure. But this?
Now it’s all:
Quest → POI → return → repeat.
And we call that progress?
What about the miner who never leaves his cave? The hunter who avoids cities? The builder who never fires a gun?
Should they be punished for not grinding POIs?
Why not learn by using?
Use an item → understand its weaknesses → craft a better one.
Simple. Logical. Organic. No spam. No exploits. No running in circles for loot you don’t need.
Just survival. The way it was meant to be.
Food. Farming. The Small Things.
Why is the best food locked behind loot tables? Why is every path forced through the same narrow funnel: loot, loot, loot?
Farming is shallow. Cooking is basic. Survival feels like an afterthought.
This world used to be dangerous.
Now it's just busy.
I’m not angry. I’m not bitter. But I am tired.
And I’m still here.
Digging. Hunting. Waiting. Hoping.
If you’re still listening, then maybe there’s still a chance.
Maybe the next patch won’t just bring new toys… but bring balance.
Bring choice.
Bring survival back.
We remember what this world once was.
And what it still could be.
— A survivor.
Still crafting.
Still building.
Still hoping.
Even now.
Dear The Fun Pimps,
I’m writing on behalf of a community of players. Perhaps not the entire player base, perhaps just a small part of it — but a part that exists, that cares, and that still holds affection for the game we bought long ago and came to love.
First and foremost, thank you. Thank you for your recent livestream and for addressing some of the concerns the community has raised. It means a lot to know that you’re listening.
But that’s not the whole story.
I can’t speak for every player — in fact, I won’t even presume to speak for all of us who still see 7 Days to Die as the “survival crafting game” you once described it to be. Instead, I will speak for myself — as a passionate fan and as someone who represents a small but loyal group of like-minded players.
Right now, crafting and survival elements have been — quite ironically — pushed to the margins, in favor of what feels more like a looter-shooter experience. Yes, it's your game. You can steer it in any direction you wish. But I’m asking you, respectfully: please don’t take it away from us — from the community that fell in love with the sandbox survival game it once was, and still wants it to thrive.
We want a sandbox. We want crafting. We want survival. Narrative elements and questing are welcome — as additions, not as replacements.
There are a few specific points I’d like to raise, beyond what was mentioned in the livestream:
1. Traders break immersion.
In a true post-apocalyptic world, where do they get their resources? Who do they trade with? Is there a functioning economy with trade routes and settlements of hundreds off-screen? If that’s part of a story mode — great. But in sandbox survival, could you please at least add the option to disable traders? Let quests return to being notes found in the world, like in the old days — ah, the nostalgia.
2. Unique Weapons.
I understand the concept. But right now, looting is already overly rewarding. Adding legendary weapons will only push crafting even further down the ladder. Remember: this game is called a survival crafting game — and that’s what attracted a loyal fanbase in the first place.
What if unique weapons could be crafted too — just differently? You’d need to find the schematic, gather rare or unique components, and — only if you’ve leveled the right skill — assemble them into legendary weapons. That way, we reward exploration, crafting and specialization.
3. Magazines and Skill Progression.
I understand why "learn by doing" had to be removed due to exploits. But a loot-based magazine system is also flawed — unless the intended gameplay loop is just:
quest → POI → return quest → repeat.
But where’s the sandbox? Where’s the survival and crafting? Right now, that loop dominates all progression. You barely need anything outside of it. Maybe every few weeks you craft a level 6 item of max tier.
Even crafting itself requires looting — for parts, for recipes, and for books with key perks.
What if we returned to a learn by using model? If using an item improved your understanding of its flaws, letting you craft better versions over time? It wouldn't be exploitable like the old "craft 10,000 stone axes" method, and it would allow players — like miners or hunters — to progress naturally through their chosen playstyle, without being forced to run POIs they don’t enjoy.
There are also other survival elements worth revisiting:
Food, meat types, recipes… why are the best options locked behind loot? Once again, everything seems tied to looting. It narrows playstyles and kills diversity. Farming, for example, is shallow and unsatisfying — though that’s an area that could be improved long-term.
Once again — thank you. Thank you for caring, for listening, and even just for reading this post to the end. You’re doing a great job in many ways, but I truly believe the game is heading in the wrong direction. It’s becoming something it was never meant to be — or at least, not what we fell in love with.
With respect,
A player who still cares deeply about 7 Days to Die.
I’m writing on behalf of a community of players. Perhaps not the entire player base, perhaps just a small part of it — but a part that exists, that cares, and that still holds affection for the game we bought long ago and came to love.
First and foremost, thank you. Thank you for your recent livestream and for addressing some of the concerns the community has raised. It means a lot to know that you’re listening.
But that’s not the whole story.
I can’t speak for every player — in fact, I won’t even presume to speak for all of us who still see 7 Days to Die as the “survival crafting game” you once described it to be. Instead, I will speak for myself — as a passionate fan and as someone who represents a small but loyal group of like-minded players.
Right now, crafting and survival elements have been — quite ironically — pushed to the margins, in favor of what feels more like a looter-shooter experience. Yes, it's your game. You can steer it in any direction you wish. But I’m asking you, respectfully: please don’t take it away from us — from the community that fell in love with the sandbox survival game it once was, and still wants it to thrive.
We want a sandbox. We want crafting. We want survival. Narrative elements and questing are welcome — as additions, not as replacements.
There are a few specific points I’d like to raise, beyond what was mentioned in the livestream:
1. Traders break immersion.
In a true post-apocalyptic world, where do they get their resources? Who do they trade with? Is there a functioning economy with trade routes and settlements of hundreds off-screen? If that’s part of a story mode — great. But in sandbox survival, could you please at least add the option to disable traders? Let quests return to being notes found in the world, like in the old days — ah, the nostalgia.
2. Unique Weapons.
I understand the concept. But right now, looting is already overly rewarding. Adding legendary weapons will only push crafting even further down the ladder. Remember: this game is called a survival crafting game — and that’s what attracted a loyal fanbase in the first place.
What if unique weapons could be crafted too — just differently? You’d need to find the schematic, gather rare or unique components, and — only if you’ve leveled the right skill — assemble them into legendary weapons. That way, we reward exploration, crafting and specialization.
3. Magazines and Skill Progression.
I understand why "learn by doing" had to be removed due to exploits. But a loot-based magazine system is also flawed — unless the intended gameplay loop is just:
quest → POI → return quest → repeat.
But where’s the sandbox? Where’s the survival and crafting? Right now, that loop dominates all progression. You barely need anything outside of it. Maybe every few weeks you craft a level 6 item of max tier.
Even crafting itself requires looting — for parts, for recipes, and for books with key perks.
What if we returned to a learn by using model? If using an item improved your understanding of its flaws, letting you craft better versions over time? It wouldn't be exploitable like the old "craft 10,000 stone axes" method, and it would allow players — like miners or hunters — to progress naturally through their chosen playstyle, without being forced to run POIs they don’t enjoy.
There are also other survival elements worth revisiting:
Food, meat types, recipes… why are the best options locked behind loot? Once again, everything seems tied to looting. It narrows playstyles and kills diversity. Farming, for example, is shallow and unsatisfying — though that’s an area that could be improved long-term.
Once again — thank you. Thank you for caring, for listening, and even just for reading this post to the end. You’re doing a great job in many ways, but I truly believe the game is heading in the wrong direction. It’s becoming something it was never meant to be — or at least, not what we fell in love with.
With respect,
A player who still cares deeply about 7 Days to Die.
Edit: also, biom progression could be made more organic, natural, but thats minor issue.
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