Dear Dev Team & Fellow Survivors,
Let me start with a sincere thank you.
I've been playing
7 Days to Die since
Alpha 6. I've lived through its evolution—bugs, rebalance passes, feature overhauls. This isn't anger; it's concern. Not a rage-fueled rant, but an honest attempt to highlight what’s been lost—and what desperately needs reconsideration.
I’m writing this because I truly believe:
the soul of 7 Days is being erased. Unless we call it out, we’ll be left with a Borderlands-style looter shooter wearing a zombie mask.
Let’s break this down honestly:
1. Every Game Now Starts the Same (on Default Settings)
No matter what world seed you use, every single run follows this exact pattern:
- Spawn near a trader
- Loot a few buildings
- Craft a stone axe
- Do the trader's quests
- Run into the city
- Search for magazines
- Unlock the next trader
- Repeat
Even when you unlock Trader 2, 3, or 4, the loop doesn’t change—it just grows in size. More quests, more loot runs, more POIs. By
Day 30, you’ve seen everything. It’s not dynamic. It’s not survival. It’s a
linear loop.
What happened to sandbox freedom?
2. You Removed Features Instead of Fixing Them
Many systems that gave 7 Days depth and immersion were removed—not reworked, not improved—just deleted:
Feature | Status |
---|
Smell system | Removed in Alpha 19. Never replaced. |
Water jars | Removed in Alpha 20. Artificial progression cap. |
Custom armor slots | Replaced by meta sets. No style, no creativity. |
Farming in soil | Replaced by crop plots only—makes no sense. |
Temperature effects | Nerfed. No real heatstroke or freezing. |
Rain, wetness, storms | Just blurry visuals—no gameplay effects. |
Random worldgen variety | Flattened. Biomes are samey, linear, and predictable. |
These systems were
core to survival gameplay. They forced the player to adapt. Their removal didn’t streamline the experience—it
gutted the tension that once defined the game.
3. The New Skill System Forces One Playstyle
Progression is now entirely locked behind
random magazine drops.
You no longer level up by doing. You don’t improve by surviving. You improve by
looting.
- Want to be a base builder or a crafter? You’re useless without specific magazines.
- Want to mine or farm in peace? You can’t progress without going to the cities or doing quests.
This punishes alternative playstyles:
- Miners
- Farmers
- Base-bound crafters
- Non-combat builders
Sandbox survival means letting players
choose their path. This is the opposite of that.
4. Survival Is Nearly Nonexistent in Default Settings
Let’s be honest: survival mechanics are almost cosmetic now.
Survival System | Current Status |
---|
Thirst & Hunger | Easily bypassed with vending machines/canned food. |
Temperature | Nullified with biome badges. No tension. |
Shelter & storms | Storms are just blurry visuals. No danger. |
Wetness | No gameplay consequence. Just screen clutter. |
These systems used to
matter. You had to prepare. You had to plan. Now they’re just background noise.
5. By Day 30, There’s Nothing Left To Do
Once you hit Tier 5 quests:
- You’re god-tier
- You’ve looted every POI
- There’s no fear, no pressure, no reason to build smarter
- You have every mod, every gun, every tool
The
loop collapses.
You’re left with a base full of loot, surrounded by zombies that no longer matter, in a world that no longer challenges you.
No weather risk.
No temperature risk.
No thirst or hunger pressure.
No meaningful decisions.
6. Crops, Crafting, Clothing — All Gated
This is where the illusion of sandbox really breaks down.
- You can’t plant seeds in the ground. You must use crop plots—even on fertile soil.
- You can’t craft a forge without the right magazine. Want to roleplay as a blacksmith? Good luck.
- You can’t wear what you want. Everyone wears the same armor because stats outweigh style.
This isn’t creative freedom. This is
railroaded progression.
Update: 2.0 Makes Everything Worse
The recent
2.0 update ("Storm's Brewing") doubled down on all the problems above.
You’re now
forced into a rigid biome progression system:
- Loot is capped per biome
- You must earn badges to progress to the next biome
- Badges control whether you find better loot, not skill or survival
It’s no longer “survive the apocalypse.”
It’s “complete the challenge badge and graduate.”
You’ve replaced survival sandbox with
quest-gated loot progression. It’s like WoW with zombies. Nothing says "immersive survival" like artificial badge challenges and loot locks.
Storms? They’re just worse screen clutter. They add zero gameplay pressure—just more fog and noise that gets in the way.
Final Thoughts – Let Us Survive Again
You once had a survival game that let players:
- Be who they wanted
- Play how they wanted
- Endure the world, not just run a loot loop
Now we’re forced into:
No one is asking for perfection. We’re asking for
freedom. For variety. For systems that make us
think,
plan, and
sweat.
Let us:
- Starve
- Freeze
- Struggle
- Craft
- Thrive
Don't turn this into another linear progression RPG. Don't turn it into another lifeless looter-shooter.
Please—
give us back the survival game we’ve loved for over a decade.
With respect,
Annihilator