Ah, friends... Lately,
7 Days to Die has been a bit disappointing to me.
Maybe I’m taking it too seriously, but it feels like the game is slowly drifting toward
casual gameplay.
And that’s sad, because this is probably the only game I’ve truly invested hundreds of hours into. I genuinely love its atmosphere — but the direction it’s heading in makes me worried.
What I miss is
true survival.
I want
hardcore mechanics,
a real struggle to stay alive, and a world that feels dangerous and unforgiving.
Something closer in spirit to
DayZ,
Green Hell, or
Project Zomboid, where every mistake matters.
I’ve come up with a few ideas that could add more realism and depth to the gameplay. Maybe some of them could even inspire future updates.
1. Bite and Cut System
This system would make encounters with zombies truly dangerous — every fight would carry real consequences.
- Any bite or cut would cause bleeding, which can’t be stopped with a simple bandage. Because of the infection, your blood wouldn’t clot properly.
- Bandages would only slow the bleeding, not stop it completely. Over time they would become dirty, which would make the bleeding worse and gradually drain your health.
- You could boil used bandages in hot water over a campfire to disinfect them.
- To fully heal a wound, you’d need antibiotics, a needle and thread to stitch it up. After stitching, your character would need recovery time — during which you shouldn’t fight or perform heavy physical activity.
This system would add tension and realism, forcing players to
respect close combat and think twice before rushing into a fight.
2. Weight and Encumbrance System
Weight management could bring more survival realism to the game.
- By default, the player could carry about 10 inventory slots.
- You could craft a homemade backpack from fabric and rope to gain a few extra slots.
- Hiking and military backpacks could be found as rare loot, offering greater capacity.
- When carrying too much, the character would consume more food and water, and stamina would regenerate slower.
- Carrying heavy loads over time could gradually increase endurance, allowing you to handle more weight without exhaustion.
This would make resource management much more meaningful — every item you pick up would have real weight and consequence.
3. Crafting and Learning System
I’d love to see the old crafting progression return, where
experience and experimentation mattered.
- Remove the magazine learning system. Instead, to craft complex items, you must either find a blueprint or disassemble the actual item on a special workbench to learn its recipe.
- The quality of crafted items should depend on how often you make them — the more you craft, the better your skill.
- Antibiotics should no longer be craftable — they’d become rare, valuable loot.
- Instead, add a herbal antibiotic alternative — difficult to make, requiring a discovered recipe and rare ingredients.
- Introduce a way to sew extra pockets onto clothing: tear up an old shirt, use fabric and a sewing kit, and get +1 slot per pocket.
This system would bring back the satisfaction of discovery and experimentation.
Additional Ideas:
- Body temperature and illness: If the player gets wet, doesn’t dry off or warm up, they can catch a cold — reducing stamina and accuracy.
- Hygiene system: If you don’t wash, change bandages, or clean wounds, you risk infection and illness.
- Morale system: Fatigue, fear, and loneliness could affect your performance — slower actions, shaking hands, worse aim.
In conclusion:
7 Days to Die has enormous potential. But it’s slowly losing what made it special — the feeling of
danger and survival.
If the game leaned more toward realism, tension, and unpredictability again, it could recapture that original atmosphere — where every night feels like a battle for your life, and every victory feels truly earned.