PC V2.0 Storms Brewing Dev Diary

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.

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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
Ugh, not liking the new extra plant/bush growth. Way too over cluttered and in fact is a little unrealistic. Densely forrested trees with large overlapping canopies tend to starve underlying vegitation of sunlight, severely stunting their growth or killing them outright.
 
Ugh, not liking the new extra plant/bush growth. Way too over cluttered and in fact is a little unrealistic. Densely forrested trees with large overlapping canopies tend to starve underlying vegitation of sunlight, severely stunting their growth or killing them outright.
It's good for gaming though, since you can't immediately see the zombie 10 meters away and you have to use the audio cues to shoot it.
 
Those bars were designed back when they were trying to preserve screen space. But in a world where Storm Warnings flash in the middle of the screen and POI names and skulls are in your face every time you drive by, why not have big chunky food and thirst bars…?
I mean there still should be limited hud or at least a opinion too. As a accessibility setting. I can tell when a storm is kicking up. The water and the food hud isn't too invasive tho
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The skulls aren't bad ether im use to them
 
They should keep the plague spitter as a rare boss zombie inside pois like the mausoleum and the "cult" cave. It's a great zombie design just spawned too often in the overworld but he definitely should still be in the game as a specific big boss “monster” like Grace.
I think maybe more biome types they could be reused. Like give the frostclaw some old torn cloths, and more of a undead look and I could see it as some Mutated zombie

The plauge spitter could be Husk zombie or another generic walker
 
Ugh, not liking the new extra plant/bush growth. Way too over cluttered and in fact is a little unrealistic. Densely forrested trees with large overlapping canopies tend to starve underlying vegitation of sunlight, severely stunting their growth or killing them outright.
Having lived in the country much of my life, I can say that the current tree grouping is very much realistic for certain areas of the world. You don't see it in a forest, which is what bothers people since it is called the forest biome. But it was never a real forest anyhow. It was just a lot of VERY widely spaced trees that would be more of a sparse woods than a forest. Now, it's more like a mix of fields with groups of trees here with a sparse wooded area. It looks good and it gives more variety to how the biome looks instead of what was a very similar view everywhere you looked. Now you can get some variety, even though it's still not a lot. It also makes it hard to see through the tree groups, making it more interesting as you can get surprised by a zombie that is hiding there. You also have plenty of open space for building bases or driving around without having a tree almost every 25m or whatever in every direction.

In short, I like it and think it looks good. And tree grouping is definitely realistic. Don't forget that trees kill off other close trees because of blocking the light. This happens in medium to high density forests. But if you look at the tree groups in the game, there is plenty of light that can reach all the trees because there is plenty of open space around the groupings.
 
Having lived in the country much of my life, I can say that the current tree grouping is very much realistic for certain areas of the world. You don't see it in a forest, which is what bothers people since it is called the forest biome. But it was never a real forest anyhow. It was just a lot of VERY widely spaced trees that would be more of a sparse woods than a forest. Now, it's more like a mix of fields with groups of trees here with a sparse wooded area. It looks good and it gives more variety to how the biome looks instead of what was a very similar view everywhere you looked. Now you can get some variety, even though it's still not a lot. It also makes it hard to see through the tree groups, making it more interesting as you can get surprised by a zombie that is hiding there. You also have plenty of open space for building bases or driving around without having a tree almost every 25m or whatever in every direction.

In short, I like it and think it looks good. And tree grouping is definitely realistic. Don't forget that trees kill off other close trees because of blocking the light. This happens in medium to high density forests. But if you look at the tree groups in the game, there is plenty of light that can reach all the trees because there is plenty of open space around the groupings.
Then again I think what he was talking about was that basicly the world doesn't look apocalyptic enough. Then again im thinking of a lore reason and realism. Aside from grass that should be over grown. I dont mind the spare amount of trees cuz that's how alot of areas look in real life

Now some people and I was one of them though urban decay is how the world should look but I changed my opinion on that.

Then again we realistic dont know the time fram of the apocalypse. It could be weeks, months or even a year or two but then again if it was years or even months there should be no power in any poi
 
I think maybe more biome types they could be reused. Like give the frostclaw some old torn cloths, and more of a undead look and I could see it as some Mutated zombie
I kept playing around with the different color schemes for the Frost claw.

He is actually a versatile sort of amorphous type that could be adjusted per biome
if left in. Keep the new guy in the snow Chuck, Burnt forest Chuck Brown, the blue
layout Blue Baller, Orange layout Orange Krush, the desert SAIbre Tooth. When I
changed the color and got rid of the blue eyes and blue nipples, He really resembles
the wild version of Sabre Tooth, Wolverine's brother.
 
Whoever is responsible for doors, i beg there will be craftable new doors someday or even lootable 😭 i love those different doors! I remember there was talk something something about... Uhm lag for crafting too many doors?

But i fricking need more Furnishing options!
These Kitchen options are superior! Thanks to them i enjoy making kitchens!

Yours truly Renovator
Makaroni95
THE FUN PIMPS GIVE ME CORIGATED METAL AND MY LIFE IS YOURS
 
@faatal hello I hope your doing alright I got a few questions.

1: anything new you working on?

2: with the new smell system. Is there a way to mask yourself with the smell. I think I saw you talking about wrapping your meat (hehehr) but how will that work? Will it need a item or something? Or am I miss remembering?

3: hypothetical question. But with the new smell system and how they get agro from the smell and start running too you. How will that work with say a friend? If I held meat and my homie didn't would they go ape ■■■■ and just get me or equal target? Cuz if so day 1 hunting is gonna be a ■■■■■ but I like that
 
Thanks for sharing those!
You are welcome.

Here is a funny bit of hmmm to think about.

Have you ever noticed that the majority of the time they are in
custom mods they tend to be the "melee" variety. Or made friendly
if they are going to shoot.

Just imagine 10 of them spawned in the wilderness, all AK strapped.
Able to pop out from behind a bush or rock or tree.

I would predict a lot of shortplays to follow. Or them being turned
off.

The elephant in the room is that, even though not mentioned they can
potentially throw things too like moltovs, TNT, Grenades, Timed charges
and of course rocks to draw zombies to your location. It all depends on the
tasks allowed. But I'm confident that Faatal will be nice about it, after all of
the positve feedback.😂
 
You are welcome.

Here is a funny bit of hmmm to think about.

Have you ever noticed that the majority of the time they are in
custom mods they tend to be the "melee" variety. Or made friendly
if they are going to shoot.

Just imagine 10 of them spawned in the wilderness, all AK strapped.
Able to pop out from behind a bush or rock or tree.

I would predict a lot of shortplays to follow. Or them being turned
off.

The elephant in the room is that, even though not mentioned they can
potentially throw things too like moltovs, TNT, Grenades, Timed charges
and of course rocks to draw zombies to your location. It all depends on the
tasks allowed. But I'm confident that Faatal will be nice about it, after all of
the positve feedback.😂
I'm sad because I know they won't be as clever; they won't use an encirclement strategy, they won't engage in a car chase.
 
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