PC V2.0 Storms Brewing Dev Diary

So after playing the 2.0 Experimental, I can say that there are some very good things about 2.0- 1 The performance seems to be much better. The late stage zombies are definitely an improvement, and the WasteLand looks amazing right now.

However the downsides are, the new skill tree absolutely makes you 100% busted in game. The backpack for Pack Mule almost makes you invincible, and if you do get hit it's a 50% dmg reduction. The masteries really make everything out of whack, and really warp the game into you being this god walking around being able to do anything and everything.

There are a number of nerfs needed, and the late stage Blue and Orange zombies aren't enough.
 
So after playing the 2.0 Experimental, I can say that there are some very good things about 2.0- 1 The performance seems to be much better. The late stage zombies are definitely an improvement, and the WasteLand looks amazing right now.

However the downsides are, the new skill tree absolutely makes you 100% busted in game. The backpack for Pack Mule almost makes you invincible, and if you do get hit it's a 50% dmg reduction. The masteries really make everything out of whack, and really warp the game into you being this god walking around being able to do anything and everything.

There are a number of nerfs needed, and the late stage Blue and Orange zombies aren't enough.

At what player level does this occur? I have only seen people testing at close to max level which isn't really indicative of how the perks feel playing through the game normally. My concern is that if you balance exclusively for max level, or close to it, the perks may not appreciably impact game play during the early to mid game where most people spend their play time.
 
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It is not likely to be seen before Noon Central. TFP will have a meeting mid-morning to discuss what changes need to be made before launch, and if there is anything critical they need to hold it back for.

It could be anytime between Noon Central US today, to sometime tomorrow if they found something really gnarly.
Do you think there will be a new banner announcing that the experimental is ready in steam on the library page, similar to all the other banners?
 

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¿Cuándo sale la versión 2.0? El lunes 16 se hace esperar, pero Discord ya dice que será el 18. ¿La van a retrasar tanto? Es una versión de prueba, jaja.
 
¿Cuándo sale la versión 2.0? El lunes 16 se hace esperar, pero Discord ya dice que será el 18. ¿La van a retrasar tanto? Es una versión de prueba, jaja.
When does version 2.0 come out? Monday the 16th is long in coming, but Discord already says it will be the 18th. Are they going to delay it so much? It's a trial version, haha.

The current news it it will be released as experimental today around noon CST. No idea who you're listening to on Discord, but sources from the Fun Pimps post here and on their social media.

La noticia actual es que se lanzará como experimental hoy alrededor del mediodía CST. No tengo ni idea de a quién estás escuchando en Discord, pero fuentes de Fun Pimps publican aquí y en sus redes sociales.
 
New from TFP:



With this status update, I’m pleased to kick off a new Developer Diary. Here you'll find a compilation of confirmed features and content for Version 2.0 - Storms Brewing. Fun Pimp devs may occasionally post updates here on what they're working on, answer questions, and give us sneak peeks into the future of 7 Days to Die.

Like in previous diaries, we want this thread to stay focused on discussing the following features and content, and other things TFP devs want to discuss. We’ll make an effort to only list confirmed features and content, not features that are merely rumored or contemplated. Please limit discussion in this thread to these topics, so that the diary doesn’t become bloated. Chatter not pertaining to V2.0 Storms Brewing may be moved or removed.

storm_brewing_Final-2048x1152.jpg


Target Release Dates (“if all goes as planned”):

The Dev Stream – Tuesday June 10th

Come and Join Lathan Meadows and Richard Huenink for an in-depth discussion on 2.0 features. On Tuesday, June 10th at 9 PM CT here: http://twitch.tv/fubar_prime

Streamer Weekend – Friday June 13th – Sunday June 15th
Watch a sneak peek of 2.0 from your favorite TFP Creators! If you are interested in participating, apply to our creator program here: https://creators.thefunpimps.com/

2.0 Experimental – Monday June 16th
The Public can opt into the 2.0 experimental on this day.

2.0 Stable – Monday June 30th
Barring any game breaking bugs or Certification issues we are planning on releasing stable on pc and consoles on this date.


Confirmed Features & Content
Update 6/11/25 The full release notes are now available.

Biome Progression / Elemental Survival
  • Threat levels and challenges increase as you progress through each biome
  • Maximum loot is also capped per biome, to encourage exploration
  • Smoke, heat, cold, and radiation hazards
  • Conquer tough biomes in manageable chunks, with damage, remedies, and survival against each type of hazard
  • Push your limits with craftable consumables that temporarily increase your biome/elemental resistance
  • Complete challenges to unlock permanent immunity against biome/elemental hazards
  • New accompanying visual effects, sound effects, and player HUD elements
  • New zombie types specific to the desert (plague spitter) and snow (frost claw) biomes
  • Can be disabled for ‘classic’ gameplay
Dynamic Severe Storms
  • Unique storm type per biome
  • Forces players to take or build shelter
  • Regular rain and snow still exist but are not hazardous
Perk Updates & Rebalance
  • Some perks moved to a new General Perks tab with no attribute requirement, allowing more customized builds
  • Perk tree filled out completely, with 10 perks per attribute
  • New and improved perks, such as the new Mastery perk for each attribute
  • All perks have 5 levels
Sledgehammer Saga
  • A new book series for the sledgehammer weapon class
New Higher Gamestaged Zombies
  • New Charged Blue and Infernal Orange zombie archetypes
  • Expands on the Radiated Green zombies, but with new behaviors
  • Appear at higher gamestages to intensify the later game experience
Trees and Foliage Update
  • Most tree shaders optimized for SpeedTree 8, with reduced draw calls for improved performance
  • New, better looking trees in burnt and wasteland biomes
  • New, more believable sub-biome foliage system
    • Thinned out clearings & thicker forested areas
    • Shorter plants on the perimeter
    • Maintains performance
Crawl out Zombies
  • Zombies can spawn in smaller 1 meter spaces and crawl out of them
  • Zombies are better able to navigate and crawl through tight areas
  • Improved level design tools for spawning and respawning enemies
  • Many larger POIs are reworked to take full advantage, maintaining the challenge while improving performance
Navezgane Makeover
  • Updated to work seamlessly with the new biome progression/elemental survival system
  • Biome boundaries and trader POI positions updated to improve travel time and flow between towns
Points of Interest (POIs)
  • Aiming for 50 new POIs, adding expanded depth and variety to the world
  • Greater variety of wilderness POIs
  • More remnant POIs added, which help performance
  • Some more demanding POIs updated to use new crawl out spawns, for improved performance
Audio
  • Meaningful individual footsteps
  • Sound effects for new biome zombies
  • Voice chat can now go directly through Discord (source: dev stream)
Clothing Cosmetic Options, Twitch Drops and DLC
  • Define your look with a cosmetic outfit, separate from what armor you wear for protection
  • New cosmetic DLC options
  • New Twitch Drop content to unlock
Random Gen Improvements
  • More wilderness POI spawning
  • Improved positioning of wilderness POIs
  • Improved wilderness road placement
New Quest Marker System
  • New quest marker art, with custom flags per quest type
Multiplayer
  • Choose to spawn near a friend, so you can team up right away
  • Button added to return to Main Menu before joining a game
Crossplay on Dedicated Servers
  • Consoles will officially be able to play on dedicated servers, contingent on passing certification on each platform. Fingers crossed!
Graphics
Animals
  • New Grace model (source: dev stream)
Post-1.0 Roadmap
  • V2.0 Storms Brewing
    • (you are here)
  • V3.0 A New Threat
    • Bandits
    • UI/main menu overhaul
    • Event system
    • New quest type
  • V4.0 The Road Ahead
    • Trader overhaul
    • Story mode
    • Steam workshop support
    • New quest type
Its monday the 16th, where is the update. I'm sure I'm not the only one dying to install and give it a go.
 
So after playing the 2.0 Experimental, I can say that there are some very good things about 2.0- 1 The performance seems to be much better. The late stage zombies are definitely an improvement, and the WasteLand looks amazing right now.

However the downsides are, the new skill tree absolutely makes you 100% busted in game. The backpack for Pack Mule almost makes you invincible, and if you do get hit it's a 50% dmg reduction. The masteries really make everything out of whack, and really warp the game into you being this god walking around being able to do anything and everything.

There are a number of nerfs needed, and the late stage Blue and Orange zombies aren't enough.
That's what I've been saying but I haven't played so I guess it doesn't count 😕
 
That's what I've been saying but I haven't played so I guess it doesn't count 😕
If you haven't played with the new perks, no. Even a few people playing it, it still doesn't matter. Once you have a large enough sample size, TFP can check how people are playing the game, and see the results. At that point, with a large enough sample size they can, or anyone really, make a determination for the group as a whole. Individually sure you can have your preferences, but you know what they say about opinions and booty holes lol.
 
At what player level does this occur? I have only seen people testing at close to max level which isn't really indicative of how the perks feel playing through the game normally. My concern is that if you balance exclusively for max level, or close to it, the perks may not appreciably impact game play during the early to mid game where most people spend their play time.

I saw Wayward Echo testing it last night, they had simulated a day about a day 45ish setup where he had his backpack perk setup fully up and a few other things. He was using claws and was barely if ever taking any damage at all.
 
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