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--> While not as yummy as grilled meat, boiling the meat makes it the most efficient way to prepare a meal.

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--> While not as yummy as grilled meat, boiling the meat makes it the most is an efficient way to prepare a meal.

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** All vehicles as of A17 now have storage built onto them, so you no longer have to turn a potential loot location upside down to give your vehicle the ability to store items.



** As of A17, aside from a couple of exceptions, all craftable gear recipes are behind the Intelligence Skill tree. While this does mean it takes longer to unlock them, this also means that players are no longer at the mercy of RNG to get their hands on one specific blueprint they've been trying to find.
** Meat items as of the recent build no longer have stench, so there is no risk of detection due to holding resources. The Boiled Meat was also retooled so that it fits the new system.
** Players can store up to 50 food and water to keep their max stamina and recovery up, since now hunger and thirst play a bigger role to a character's wellbeing.



** Boiled Meat is one of the simplest cooked meals you can make with no real negative side-effects. It has the weakest smell out of all meat-based meals and replenishes the same amount of hunger and wellness as grilled meat, without the dehydration effect. It's even ''lampshaded'' by the crafting menu!
--> While not as yummy as grilled meat, boiling the meat makes it the least noticeable for zombies.
** The pistol. Simple to use, simple to aim, simple to shoot. A headshot from a pistol will take down most zombies, and it is better at dealing with fast-moving targets (such as dogs, vultures, wolves, chickens and rabbits) than any other basic weapon. Complete pistols are also easier to find than most firearms, as they can be found in toilets, which are ''everywhere'' in the game. Ammo is also relatively plentiful and can be crafted relatively early on, provided that you find calipers for the casings.

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** Boiled Meat is one of the simplest cooked meals you can make with no real negative side-effects. It has the weakest smell out of all meat-based meals and replenishes the same amount of hunger recovery as the other meat items unlocked at its tier, and wellness as grilled meat, without the dehydration effect.it can recover thirst on top of that. It's even ''lampshaded'' by the crafting menu!
--> While not as yummy as grilled meat, boiling the meat makes it the least noticeable for zombies.
most efficient way to prepare a meal.
** The pistol. Simple to use, simple to aim, simple to shoot. A headshot from a pistol will take down most zombies, and it is better at dealing with fast-moving targets (such as dogs, vultures, wolves, chickens and rabbits) than any other basic weapon. Complete pistols are also easier to find than most firearms, as they can be found in toilets, which are ''everywhere'' in the game. Ammo is also relatively plentiful and can be crafted relatively early on, provided that you find calipers for the casings. Can possibly veer into Simple, Yet Awesome with the Gunslinger skill introduced in A17.



* CriticalExistenceFailure: Varies.

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** In A17, the wellness system was removed and in turn, replaced the penalty for dying with Near Death Trauma, which reduces your stats until it went away. The effects worsen upon each death, but gradually go away when the debuff starts to end.
* CriticalExistenceFailure: Varies.Varies



** In A17, this trope has noticably gotten more subverted, due to the new Skill and Stat system makes each Attribute equally important.



* FetchQuest: Teased during the trailer. Quests are supposed to bring you around the map, to points of interest and self-sustaining towns, but the game is still in Alpha, so it'll be a while until quests are added, probably longer until [=NPCs=] are added.

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* FetchQuest: Teased during the trailer. Quests are supposed to bring you around the map, to points of interest and self-sustaining towns, but the game is still in Alpha, so it'll be a while until quests are added, probably longer until [=NPCs=] are added. As of the more recent builds, these quests are now a sizable part of the trader's tasks, either with recovering dropped supplies, stealing opposing supplies or digging them up from a location akin to the treasure maps (the difference being aside from the supplies, the other loot is food and water).



* MisaimedRealism: The body temperature system used to be this. If you get too hot, wearing heavy clothes, you get heatstroke, which can kill you. If you get too cold, such as being bare in the arctic, you will freeze and die. Great concept, right? Only problem is that in alphas before 15, the system was ludicrously spontaneous and uneven: you could find yourself somehow getting heatstroke while swimming naked in an arctic pool, or find yourself sweltering at 110 degrees wearing only a shirt and pants in a temperate zone rainstorm. The algorithm was later completely reworked so that temperature management is more plausible.

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* MisaimedRealism: The body temperature system used to be this. If you get too hot, wearing heavy clothes, you get heatstroke, which can kill you. If you get too cold, such as being bare in the arctic, you will freeze and die. Great concept, right? Only problem is that in alphas before 15, the system was ludicrously spontaneous and uneven: you could find yourself somehow getting heatstroke while swimming naked in an arctic pool, or find yourself sweltering at 110 degrees wearing only a shirt and pants in a temperate zone rainstorm. The algorithm was later completely reworked so that temperature management is more plausible.plausible, and in the recent build, the system was changed entirely, with clothing providing a set amount of cold and hot resist rather than increasing or decreasing a general insulation.

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* NoBikesInTheApocalypse: Pre-apocalypse Navezgane didn't care at all for cycling, it seems. You can't find remnants of bicycles anywhere, and the minibike you can craft as your personal vehicle is a motorized gas guzzler. There are plans to turn this around with the release of Alpha 17, though, with a bicycle that is easier to acquire parts for and needs no fuel aside from the SprintMeter, but naturally isn't as fast as vehicles with engines.

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* NoBikesInTheApocalypse: Pre-apocalypse Navezgane didn't care at all for cycling, it seems. You can't find remnants of bicycles anywhere, and the minibike you can craft as your personal vehicle is a motorized gas guzzler. There are plans to turn this around with the release
** As
of Alpha 17, though, this trope has been finally Averted, with a bicycle that is easier to acquire parts for and needs no fuel aside from the SprintMeter, but naturally isn't as fast as introduction of the Bicycle, unlocked at the first rank of Grease Monkey. The vehicle is very simple to make (doesn't even need a workbench to assemble, makes less noise than the other vehicles with engines.and doesn't need fuel (it uses stamina) at the cost of being slower than the other build able vehicles.


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** Falling from too great of a height (Unless you have Parkour maxed out) will lead to a broken leg, which will take a while to recover from, with a speed and star penalty, unless you use a Plaster Cast.
** A17 introduces some drugs that you can use to get powerful buffs, but using them dehydrates your character and runs the risk of withdrawal, and while the symptoms are short, they're unpleasant if you decide to go cold turkey.
** Explosives are dangerous, regardless of your character's level and/or equipment. Even in Steel armor that has the Steel Plating mod installed, you'll still take a significant amount of damage from land mines, let alone the Rocket Launcher.
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** As of Alpha 17, this trope has increasingly been Subverted to an extent, since the introduction of the new skills system gives each class of firearms a unique ability that gives them value once more (Pistols do more damage with successive shots, Machine guns recover stamina, to name a few), and they are all tied under the Perception Skill, so they all get additional damage. The update did give arrows a chance of being recoverable and they are also improved with Perception, so they aren't rendered useless due to the guns getting improved.
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** In A17, this has been changed where you can't loot zombies directly, but now they have a chance of dropping a yellow bag with a Z on it, which contains various loot that ranges from canned stuff to high end tools/mods.
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* CharlesAtlasSuperpower: With the new skill system in the A17 build, players can make themselves possibly more powerful than the ones before, such as making powerful foods/aid items, make them immune to stunning, fall safely from heights that would normally kill/ break legs, do some massive damage with certain/all weapons, or even just mine nodes in a few quick swipes with a pick axe.


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** Any zombie can potentially become one of these if they're Feral (faster attacks/movement, more damage and health) or Irradiated (same as Feral, but can also recover health).
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As of 2019, there is a new experimental build that completely revamps many elements of the game.


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* LevelGrinding: In A17, the skills system was completely revamped: in the past, using the skill enough would raise it. Now, skills can only be raised when you spend points when you level up (like in Fallout). But you get only one point to spend per level up, and the cost for each point gets more expensive as you advance. Plus you have to buy perks separately, they are not earned at a threshold. So if you want a particular perk, you may have to build 10-15 levels just to get it.
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* NiceHat: The armor system contains quite a lot of them, such as a mining helmet (complete with headlamp), a cowboy hat (useful for cooling off in hot weather) and more. Craftables include a hood, a leather mask giving a nice ''Franchise/MadMax'' vibe, and several helmets.

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* NiceHat: The armor system contains quite a lot of them, such as a mining helmet (complete with headlamp), a cowboy hat (useful for cooling off in hot weather) and more. Craftables include a hood, a leather mask giving a nice ''Franchise/MadMax'' ''Film/MadMax'' vibe, and several helmets.
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* AcceptableBreaksFromReality: A few, some of which are under AntiFrustrationFeatures.

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* AcceptableBreaksFromReality: AcceptableBreaksFromReality:
**
A few, some of which are under AntiFrustrationFeatures.



* VendorTrash: Averted. Iron Scrap, Lead Scrap, Brass fixtures, Empty Cans, Feathers, Lead Batteries, Scrap Plastics and such may seem worthless but they aren't. Every item you find can be crafted into something, if not used, even if there hasn't been a function implemented yet, it most likely will have a use. That said, Painkillers can sell for quite the pretty penny when fully stacked, and while extremely common on zombies, is nowhere near as potent as the more advanced methods of healing you acquire later on.

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* VendorTrash: VendorTrash:
**
Averted. Iron Scrap, Lead Scrap, Brass fixtures, Empty Cans, Feathers, Lead Batteries, Scrap Plastics and such may seem worthless but they aren't. Every item you find can be crafted into something, if not used, even if there hasn't been a function implemented yet, it most likely will have a use. That said, Painkillers can sell for quite the pretty penny when fully stacked, and while extremely common on zombies, is nowhere near as potent as the more advanced methods of healing you acquire later on.



* YouAllLookFamiliar: The zombie models are pretty few, but the player character models used to an even smaller selection. Averted now for the players as there are basic body and face customization and the new equipment screen has been implemented, that seems to function as a way to customize yourself with clothing and armor.
** WordOfGod says that the zombie models are placeholders purchased from an asset store until they get their own procedurally-generated zombie appearance system eventually implemented. This actually caused Fun Pimps some legal problems, as one of the models they used was (unbeknownst to them) stolen from ''VideoGame/KillingFloor'', which resulted in Tripwire getting ''[=7DTD=]'' removed from Steam until they replaced the model[[note]]Though it only went that far because Fun Pimps had removed their contact information after getting an overwhelming response for their Kickstarter, meaning Tripwire couldn't simply ask them to remove the model[[/note]].

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* YouAllLookFamiliar: The zombie models are pretty few, but the player character models used to an even smaller selection. Averted now for the players as there are basic body and face customization and the new equipment screen has been implemented, that seems to function as a way to customize yourself with clothing and armor.
**
armor. WordOfGod says that the zombie models are placeholders purchased from an asset store until they get their own procedurally-generated zombie appearance system eventually implemented. This actually caused Fun Pimps some legal problems, as one of the models they used was (unbeknownst to them) stolen from ''VideoGame/KillingFloor'', which resulted in Tripwire getting ''[=7DTD=]'' removed from Steam until they replaced the model[[note]]Though it only went that far because Fun Pimps had removed their contact information after getting an overwhelming response for their Kickstarter, meaning Tripwire couldn't simply ask them to remove the model[[/note]].
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This game is developed by The Fun Pimps, and was financed through Kickstarter. You can buy it through the game's website or through Steam's Early Access.

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This game is developed by The Fun Pimps, Creator/TheFunPimps, and was financed through Kickstarter. You can buy it through the game's website or through Steam's Early Access.
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* DroneOfDread: Nighttime is signaled by a loud droning. Every seven days, this is accompanied by [[HellIsThatNoise the shrieking of an incoming horde.]]

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* PerpetualBeta: The game's been in alpha for almost half a decade as of May 2018 (Alpha 1 debuted in October 2013), and so far there's been sixteen stable alpha builds released in a constant stream, with little to no talk of entering the beta stage.



** The weapon with the highest DPS in the game, an AK-47 that fires full-sized 7.62mm NATO rounds, is without question the hardest to obtain. Parts for it are only rarely found on Fallen Soldiers, Feral Walkers, airdrop crates and ''extremely'' rarely on Shotgun Messiah gun crates. To compensate, it works more like a general-purpose machinegun than the assault rifle it's supposed to be, and even single shots are still devastating.

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** The weapon with the highest DPS in the game, an AK-47 that fires full-sized 7.62mm NATO rounds, is without question the hardest to obtain. Parts for it are only rarely found on Fallen Soldiers, Feral Walkers, airdrop crates and ''extremely'' rarely on Shotgun Messiah gun crates. To compensate, it works more like a general-purpose machinegun machine gun than the assault rifle it's supposed to be, and even single shots are still devastating.
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* NoBikesInTheApocalypse: Pre-apocalypse Navezgane didn't care at all for cycling, it seems. You can't find remnants of bicycles anywhere, and the minibike you can craft as your personal vehicle is a motorized gas guzzler.

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* NoBikesInTheApocalypse: Pre-apocalypse Navezgane didn't care at all for cycling, it seems. You can't find remnants of bicycles anywhere, and the minibike you can craft as your personal vehicle is a motorized gas guzzler. There are plans to turn this around with the release of Alpha 17, though, with a bicycle that is easier to acquire parts for and needs no fuel aside from the SprintMeter, but naturally isn't as fast as vehicles with engines.
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* {{Kevlard}}: Fat zombies can take noticeably more damage than regular zombies, with the Disturbed Tourists being especially tough, and the zombie police officers being almost BossInMooksClothing tough.
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Has nothing to do with familiarity with in-universe fiction.


** See that little military camp, [[GenreSavvy which probably has a stash of guns, ammunition, and other goodies?]] I wonder why it's so empt-'''[[LandMineGoesClick BOOM]]'''.

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** See that little military camp, [[GenreSavvy which probably has a stash of guns, ammunition, and other goodies?]] goodies? I wonder why it's so empt-'''[[LandMineGoesClick BOOM]]'''.
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* ShoutOut: The can of 'Stash' chili every starting character gets looks nearly identical to real-life canned chili brand Stagg.
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** As of Alpha 16, there are now "rare ores" such as diamond, gold, and silver. These can be found in treasure chests or rarely when digging. They serve no purpose other than to be sold to traders for a huge sum of money ([[AcceptableBreaksFromReality even though they would have essentially no use in a post-apocalyptic setting]]).
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* InfiniteFlashlight: Currently (as of A16), this applies to practically all light sources in the game, excepting campfires and forges. Torches, electric lamps, flashlights, the minibike's and mining helmet's headlamp, all of these stay lit indefinitely, in the lights' case without a power source. According to WordOfGod, [[note]]electricity as a resource was introduced in a somewhat rudimentary state in A16, with refinements in the works, and the batteries used in crafting the nailgun and flashlight ''is'' named as "rechargeable battery"[[/note]], so aversions are expected in the future.

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* InfiniteFlashlight: Currently (as of A16), this applies to practically all light sources in the game, excepting campfires and forges. Torches, electric lamps, flashlights, the minibike's and mining helmet's headlamp, all of these stay lit indefinitely, in the lights' case without a power source. According to WordOfGod, [[note]]electricity aversions are expected in the future[[note]]electricity as a resource was introduced in a somewhat rudimentary state in A16, with refinements in the works, and the batteries used in crafting the nailgun and flashlight ''is'' ''are'' named as "rechargeable battery"[[/note]], so aversions are expected in the future.battery"[[/note]].
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* AllOrNothingReloads: In earlier builds when ammo was counted in full magazines or otherwise full reloads, when you reloaded a gun any bullets left in the gun would simply disappear. [[DamnYouMuscleMemory People who'd developed the habit of reloading constantly to ensure they always had a full coup ended up wasting a lot of ammunition by accident. It was done away with in later alphas in favor of OneBulletClips when the ammo unit was changed into the individual bullet instead of the full reload.

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* AllOrNothingReloads: In earlier builds when ammo was counted in full magazines or otherwise full reloads, when you reloaded a gun any bullets left in the gun would simply disappear. [[DamnYouMuscleMemory People who'd developed the habit of reloading constantly to ensure they always had a full coup ended up wasting a lot of ammunition by accident.accident]]. It was done away with in later alphas in favor of OneBulletClips when the ammo unit was changed into the individual bullet instead of the full reload.

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The game is currently in Alpha 15.x, featuring a new game engine, UI improvements, and [[ProceduralGeneration random world generation]]. Updates are currently focused on bugfixing, with new content planned for the beta releases.

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The game is currently in Alpha 15.16.x, featuring a new game engine, UI improvements, and [[ProceduralGeneration random world generation]]. Updates are currently focused on bugfixing, with new content planned for the beta releases.



* AllOrNothingReloads: In earlier builds when ammo was counted in full magazines or otherwise full reloads, when you reloaded a gun any bullets left in the gun would simply disappear. [[DamnYouMuscleMemory People who'd developed the habit of reloading constantly to ensure they always had a full coup ended up wasting a lot of ammunition by accident. It was done away with in later alphas in favor of OneBulletClips when the ammo unit was changed into the individual bullet instead of the full reload.



** The [=AK47=] and [=SMG=] are great at mowing down hordes of zombies, particularly some of the more challenging zombies, but otherwise amount to overkill in any other situation. As with the above, parts and schematics are hard-to-find, though ammunition is at least not as challenging to make.

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** The [=AK47=] and [=SMG=] are great at mowing down hordes of zombies, particularly some of the more challenging zombies, but otherwise amount to overkill in any other situation. As with the above, parts and schematics are hard-to-find, hard to come by, though ammunition is at least not as challenging to make. The SMG was buffed in A16 by being chambered for 9mm instead of the rare-to-find and inefficient-to-produce 10mm of previous versions.



** Downplayed with the [[HandCannon .44 Magnum revolver]]. The Enforcer magazine that serves as its schematic is hard to come by, it's slow to fire and even more so to reload, but ammo is quite cheap to produce and feral walkers (common on weekly horde nights from day 21 and on) drop parts for it like there's no tomorrow.
** Shotgun slugs deliver a nasty punch at a great distance, but they're so expensive to make (easily the costliest of the game) you're better off producing rifle rounds instead.



* BeeAfraid: [[OhCrap Giant Hornets.]] They seem to make the Wasteland their home (also found occasionally in other biomes as well) and will chase any survivor without mercy. However, they can be heard thanks to their loud buzzing and can easily be taken down with one well aimed shot from a crossbow. Harvesting their corpses yields Honey Jars, which provide a nice replenishment to your Hunger, Thirst, and Stamina, and can treat any infections you are currently suffering. Their hives can be found rarely in the burnt forest; approaching one will cause them to attack you en masse.

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* BeeAfraid: [[OhCrap In alphas before 16, the game featured Giant Hornets.]] Hornets. They seem seemed to make the Wasteland their home (also found occasionally in other biomes as well) and will would chase any survivor without mercy. However, they can could be heard thanks to their loud buzzing and can easily be taken down with one well aimed shot from a crossbow. Harvesting their corpses yields yielded Honey Jars, which provide a nice replenishment to your Hunger, Thirst, and Stamina, and can treat any infections you are currently suffering. Their hives can could be found rarely in the burnt forest; approaching one will cause them to attack you en masse.masse. A16 did away with them, and their role of airborne harasser is fullfilled by [[FeatheredFiend Vultures]].



** Bow and arrows. You can craft them at the beginning of the game out of nothing more than wood, fiber, stones, and feathers. They provide you with the ability to silently kill things at a distance and as such, will be your go-to weapon for killing most zombies, as well as hunting animals. While the crossbow is an upgrade in most respects, it cannot be created without the appropriate recipe (which is a random drop), a forge (to provide the forged iron necessary to craft it) and leather (which has to be salvaged from furniture or created from animal furs and clothing using a perk).

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** Bow The wooden bow and stone arrows. You can craft them at the beginning of the game out of nothing more than wood, fiber, stones, and feathers. They provide you with the ability to silently kill things at a distance and as such, will be your go-to weapon for killing most zombies, as well as hunting animals. While the crossbow is an upgrade in most respects, it cannot be created without the appropriate recipe schematic (which is a random drop), a forge (to provide the forged iron necessary to craft it) and leather (which has to be salvaged from furniture or created from animal furs and clothing using a perk).perk). The compound bow that comes much later is a straight upgrade, but has to be assembled by individual parts just like a firearm, needs a schematic so you can put it together, and only accepts steel and flaming arrows as ammo.



** The pistol. Simple to use, simple to aim, simple to shoot. A headshot from a pistol will take down most zombies, and it is better at dealing with fast-moving targets (such as dogs, hornets, chickens and rabbits) than any other basic weapon. Complete pistols are also easier to find than most firearms, as they can be found in toilets, which are ''everywhere'' in the game. Ammo is also relatively plentiful and can be crafted relatively early on, provided that you find calipers for the casings.

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** The pistol. Simple to use, simple to aim, simple to shoot. A headshot from a pistol will take down most zombies, and it is better at dealing with fast-moving targets (such as dogs, hornets, vultures, wolves, chickens and rabbits) than any other basic weapon. Complete pistols are also easier to find than most firearms, as they can be found in toilets, which are ''everywhere'' in the game. Ammo is also relatively plentiful and can be crafted relatively early on, provided that you find calipers for the casings.



** That also can fo for the items. Depending on your settings, you can lose everything in your inventory upon death, what's on your toolbar, or nothing at all.
* CoolButInefficient: Most firearms. On one hand, they are effective weapons, but they make a lot of noise and ammunition is tough to come by until much later on.

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** That also can fo for for the items. Depending on your settings, you can lose everything in your inventory upon death, what's on your toolbar, or nothing at all.
* CoolButInefficient: Most firearms. On one hand, they are effective weapons, but they make a lot of noise and ammunition is tough to come by until much later on.
all.



* DamnYouMuscleMemory: In earlier builds, when you reloaded a gun any bullets left in the clip would simply disappear; thus people who'd developed the {{FPS}} habit of reloading constantly to ensure they always had a full coup ended up wasting a lot of ammunition by accident. Since this was changed in later builds it's obviously no longer a problem.



* FeatheredFiend: Starting on Alpha 16, zombie vultures replaced hornets as the single airborne enemy. They have an especially high chance of transmitting TheVirus and are tougher than the old hornets, and when killed they don't yield honey when dressed down, but they are a good source of feathers.



* FriendlyFireproof: Averted for players. Played painfully straight [[TheComputerIsACheatingBastard for the zombies and bloated police officers' acid spit attack]].
* GunsAreWorthless: Played with. As of Alpha 13, guns will now no longer immediately OneHitKill zombies right off the bat. This is due to the introduction of skills, which now affect how good you are with weapons and tools. Fully-assembled guns themselves are ''exceedingly'' rare, whereas gun ''parts'' are the norm. You need to find schematics to assemble gun parts into a functional weapon, and gathering sufficient ammunition can be difficult.

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* FriendlyFireproof: Averted for players. Played painfully straight [[TheComputerIsACheatingBastard Played painfully straight for the zombies and bloated police officers' acid spit attack]].
* GunsAreWorthless: Played with. Downplayed. As of Alpha 13, guns will now no longer immediately automatically OneHitKill zombies right off the bat. This is bat, due to the introduction of skills, which now affect how good you are with items like weapons and tools. Fully-assembled guns themselves are ''exceedingly'' rare, whereas gun ''parts'' are the norm. You need to find schematics to assemble gun parts into a functional weapon, and gathering sufficient ammunition can be difficult. Besides that, [[TheStraightAndArrowPath archery weapons are far more practical to craft and sustain with ammo and repairs, if a bit lacking in firepower and crowd control]].



** Trash cans can sometimes provide valuable loot, but they're nowhere near as likely to do so as, say, a Shotgun Messiah crate.
** Treasure chests are part of quests, but you have to read the map and note of the survivor that buried them first.
* InfiniteFlashlight: Currently, this applies to practically all light sources in the game, excepting campfires and forges. Torches, electric lamps, flashlights, the minibike's and mining helmet's headlamp, all of these stay lit indefinitely, in the lights' case without a power source. According to the devs, electricity as a resource is in the works, so aversions are expected in the future.
* IKEAWeaponry: Due to the new crafting system, each gun can be split into one of either 3 or 4 (depending on the gun) parts, which can be molded, forged and then used to craft a new gun. This also makes gun storaging a lot easier, since guns themselves don't stack, but gun parts do.
** As of Alpha 11.x, most gun parts can no longer be molded and forged, but must be looted. Since each part has its own quality, they also no longer stack. Firearms can be broken back down into all their individual components, which sometimes means an average quality weapon can be broken down to reveal one very high quality part mixed with mediocre or faulty parts.
* InventoryManagementPuzzle: Although every item goes into one single slot in your inventory grid, it can become this easily. Why? Everything is usable and can become important to use. It becomes frequent to deal with this, since food of different kinds occupy different slots, and items that only become metal based items after they've been crafted with, occupying even more slots!

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** Trash cans can sometimes provide valuable loot, but they're nowhere near as likely to do so as, say, a Shotgun Messiah or Working Stiff crate.
** Treasure chests are part of quests, but you have to read the map and note of the survivor that buried them first.
first, and [[LuckBasedMission digging them out can range between a few shovel strikes and a day-long chore]] because the map marker is so imprecise.
* InfiniteFlashlight: Currently, Currently (as of A16), this applies to practically all light sources in the game, excepting campfires and forges. Torches, electric lamps, flashlights, the minibike's and mining helmet's headlamp, all of these stay lit indefinitely, in the lights' case without a power source. According to the devs, electricity WordOfGod, [[note]]electricity as a resource is was introduced in a somewhat rudimentary state in A16, with refinements in the works, and the batteries used in crafting the nailgun and flashlight ''is'' named as "rechargeable battery"[[/note]], so aversions are expected in the future.
* IKEAWeaponry: Due to the new crafting system, each gun can be split into one of either 3 or 4 (depending on the gun) parts, which can be molded, forged and then used to craft a new gun. This also makes gun storaging a lot easier, since guns themselves don't stack, but gun parts do.
**
parts. As of Alpha 11.x, most gun parts can no longer be molded and forged, but must be looted. Since each part has its own quality, they also no longer stack. stack like they once did. Firearms can be broken back down into all their individual components, which sometimes means an average quality weapon can be broken down to reveal one very high quality part mixed with mediocre or faulty parts.
parts. The same goes for the compund bow introduced in Alpha 16.
* InventoryManagementPuzzle: Although every item goes into one single slot in your inventory grid, it can become this easily. Why? Everything easily, because everything is usable and can become important to use. eventually. It becomes frequent to deal with this, since food of different kinds occupy different slots, and items that only become metal based items after they've been crafted with, occupying even more slots!slots.



* LandMineGoesClick: Air Filter and Hub Cap Landmines can be crafted for defensive or offensive purposes. The area surrounding a military camp will most likely be stuffed with them. Not that it helped against the zombies, but they're still dumb enough to walk into them. A previous version of the game set them as friendly entities, making them not damage the player if the game had no friendly fire. This was changed in Alpha 7.9.

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* LandMineGoesClick: Air Filter Filter, Candy Tin and Hub Cap Landmines can be crafted for defensive or offensive purposes. The area surrounding a military camp and the inside of a strip club will most likely be stuffed with them. Not that it helped against the zombies, but they're still dumb enough to walk into them. A previous version of the game set them as friendly entities, making them not damage the player if the game had no friendly fire. This fire, but this was changed in Alpha 7.9.



** [[BearsAreBadNews Bears]] also count to this, but these are "less" aggressive to the player.

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** [[BearsAreBadNews Bears]] {{Bears|AreBadNews}} also count to this, but these are "less" aggressive to the player.



* MoneySpider: Most zombies can be killed and looted. They seem to contain quite a large range of items. Some ranges from cans of food to weapons and VendorTrash.

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* MoneySpider: Most Human zombies can be killed and looted. They looted, and they seem to contain quite a large range of items. Some ranges from cans of food to weapons and VendorTrash.VendorTrash, while specialized zombies like hazmat workers and miners are more likely to drop tools, and soldiers often have ammo or some gun part. Feral walkers almost always drop .44 revolver parts.



* NiceDayDeadlyNight: ''7 Days to Die'' has zombies which are much more difficult to deal with during the night compared to day.
* NiceHat: The armor system contains quite a lot of them, such as a mining helmet (complete with headlamp), a cowboy hat and more. Craftables include a hood, a leather mask giving a nice ''Franchise/MadMax'' vibe, and several helmets.

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* NiceDayDeadlyNight: ''7 Days to Die'' has {{ZigZagged|Trope}}. Traditionally, zombies which run at night and are reduced to walking during the daytime, so they're much more difficult to deal with during when it's dark. Alpha 15 introduced the night compared option to day.
tweak their gait, so you can have the standard, or zombies that always walk, zeds that always run, or outright invert the trope with walkers that run in daylight but walk when the sun is gone.
* NiceHat: The armor system contains quite a lot of them, such as a mining helmet (complete with headlamp), a cowboy hat (useful for cooling off in hot weather) and more. Craftables include a hood, a leather mask giving a nice ''Franchise/MadMax'' vibe, and several helmets.



* NoPlotNoProblem: As of now, there's no story in the game, since it's in Alpha. This haven't prevented people from playing it and enjoying it. Trying to survive day after day, scavenging for supplies with enemies around every corner and constructing your own base of operations [[RuleOfFun is really fun, even when there's no purpose to it]]. Of course, this is a zombie apocalypse game, so you don't really NEED a plot. Your objective is clear: survive.

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* NoBikesInTheApocalypse: Pre-apocalypse Navezgane didn't care at all for cycling, it seems. You can't find remnants of bicycles anywhere, and the minibike you can craft as your personal vehicle is a motorized gas guzzler.
* NoPlotNoProblem: As of now, there's no story in the game, since it's in Alpha.game. This haven't prevented people from playing it and enjoying it. Trying to survive day after day, scavenging for supplies with enemies around every corner and constructing your own base of operations [[RuleOfFun is really fun, even when there's no purpose to it]]. Of course, this is a zombie apocalypse game, so you don't really NEED a plot. Your objective is clear: survive.



* OneBulletClips: Previously averted. Prior to Alpha 6, ammo was counted as full reloads. This meant that ammo for the shotgun was plentiful, with one "shell" being enough to reload a whole shotgun. After Alpha 6, ammo is counted in individual bullets as opposed to the old "full reload" unit. This means that some ammo types are rarer than others. Shotgun ammo for a while still seemed to avert this, using the old "full reload" mechanic for a while, until it was finally changed to the One Bullet Clips rule, making shotgun ammo just as rare as [=SMG=] ammo.
* OneStatToRuleThemAll: Two words: '''[[FluffyTheTerrible Miscellaneous Crafting]]'''. Introduced with skills in Alpha 13, this is the skill that essentially covers everything outside of medicine, armor, weapons, guns, etc. In other words, all things that you're going to be dealing with ''far, far,'' '''FAR''' more frequently than medicine, clothes, or armor. The best part? It also includes [[CoolBike Minibikes]]. Once maxed out, you can easily craft purple-rated minibike parts with ease. Once you have a maxed-out Misc. Crafting skill, half of your minibike's parts will be rated 500+, all the better for ramming zombies or speeding off with.

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* OneBulletClips: Previously averted. Prior to Alpha 6, ammo was counted as full reloads. This meant that ammo for the shotgun was plentiful, with one "shell" being enough to reload a whole shotgun. After Come Alpha 6, ammo is counted in individual bullets as opposed to the old "full reload" unit. This means that some ammo types are rarer than others. Shotgun ammo for a while still seemed to avert this, using the old "full reload" mechanic for a while, until it was finally changed to the One Bullet Clips rule, making shotgun ammo just as rare as [=SMG=] ammo.
* OneStatToRuleThemAll: Two words: '''[[FluffyTheTerrible Miscellaneous Crafting]]'''. Introduced with skills in Alpha 13, this is the skill that essentially covers everything outside of medicine, armor, weapons, guns, etc. In other words, all things that you're going to be dealing with ''far, far,'' '''FAR''' more frequently than medicine, clothes, or armor. The best part? It also includes [[CoolBike Minibikes]].minibike]] parts. Once maxed out, you can easily craft purple-rated minibike parts with ease. Once you have a maxed-out Misc. Crafting skill, half of your minibike's parts will be rated 500+, all the better for ramming zombies or speeding off with.



* RealityEnsues: "Ah it's a block-based game like Minecraft! I'll just build a house in the air. Why is it- OH GOD IT'S FALLING!"
** Wearing a Leather Duster because it looks cool? Unless you're in a cold biome or it's raining outside, it will likely lead to overheating. It should be noted though, that leather dusters were worn commonly in deserts out west largely to keep people ''cool'' during the day by helping one sweat, and insulated and warm at night.

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* RealityEnsues: RealityEnsues:
**
"Ah it's a block-based game like Minecraft! I'll just build a house in the air. Why is it- OH GOD IT'S FALLING!"
** Wearing a Leather Duster because it looks cool? Unless you're in a cold biome or it's raining outside, it will likely lead to overheating. It should be noted noted, though, that leather dusters were worn commonly in deserts out west largely to keep people ''cool'' during the day by helping one sweat, and insulated and warm at night.



* SchmuckBait: See that little military camp, [[GenreSavvy which probably has a stash of guns, ammunition, and other goodies?]] I wonder why it's so empt-[[LandMineGoesClick *BOOM*]].
** That city (with all those great gun stores, tool stores, bookstores, and other buildings) looks like a great place to explore and loot. Just watch out for unending packs of dogs, hordes of regular zombies, and the constant spawning of [[EliteZombie policeman zombies]].

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* SchmuckBait: SchmuckBait:
**
See that little military camp, [[GenreSavvy which probably has a stash of guns, ammunition, and other goodies?]] I wonder why it's so empt-[[LandMineGoesClick *BOOM*]].
empt-'''[[LandMineGoesClick BOOM]]'''.
** That city (with all those great gun stores, tool stores, bookstores, and other buildings) looks like a great place to explore and loot. Just watch out for unending packs of dogs, hordes of regular zombies, and the constant spawning of [[EliteZombie policeman zombies]].zombies and feral variants of the usual zeds]].



* TheCrocIsTicking: You can tell Spider Zombies are nearby because of their high-pitched screams. Giant Hornets' buzzing is quite loud too.

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* TheCrocIsTicking: You can tell Spider Zombies are nearby because of their high-pitched screams. Giant Hornets' buzzing is was quite loud too.too when they were in the game.



* VendorTrash: Averted. Iron Scrap, Lead Scrap, Brass fixtures, Empty Cans, Feathers, Lead Batteries, and such, seem worthless but they aren't. Every item you find can be crafted into something, if not used, even if there hasn't been a function implemented yet, it most likely will have a use. In case of Iron Scrap, it can be forged into Iron Ingots, which is used for weapons and equipment.
** That said, Painkillers can sell for quite the pretty penny when fully stacked, and while extremely common on zombies, is nowhere near as potent as the more advanced methods of healing you acquire later on.
* ViolationOfCommonSense: Using a wrench to dismantle a filled shopping basket (as in, the kind that's made from ''plastic'') will allow you to loot a fully-usable shopping basket for your [[spoiler:Minibike]].
* WeakenedByTheLight: If you go by the default zombie settings, this is how they act. They will be your standard zombies with the normal shambling walk. Unless it becomes night. [[OhCrap Then they run. Really, really fast.]] You can also subvert this trope by making the zombies classic zombies, in which they never run, or by making them always run, regardless of daylight conditions.

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* VendorTrash: Averted. Iron Scrap, Lead Scrap, Brass fixtures, Empty Cans, Feathers, Lead Batteries, Scrap Plastics and such, such may seem worthless but they aren't. Every item you find can be crafted into something, if not used, even if there hasn't been a function implemented yet, it most likely will have a use. In case of Iron Scrap, it can be forged into Iron Ingots, which is used for weapons and equipment.
**
That said, Painkillers can sell for quite the pretty penny when fully stacked, and while extremely common on zombies, is nowhere near as potent as the more advanced methods of healing you acquire later on.
* ViolationOfCommonSense: Using a wrench to dismantle a filled shopping basket (as in, the kind that's made from ''plastic'') will allow you to loot a fully-usable shopping basket for your [[spoiler:Minibike]].
Minibike.
* WeakenedByTheLight: If you go by the default zombie settings, this is how they act. They will be your standard zombies with the normal shambling walk. Unless it becomes night. [[OhCrap Then they run. Really, really fast.]] fast]]. You can also subvert this trope by making the zombies classic zombies, in which they never run, or by making them always run, regardless of daylight conditions.conditions, or even invert it entirely, with zombies that walk when it's night and sprint when the sun is out.
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* TheDevTeamThinksOfEverything: Eating a can of chili makes you flatulent. And since zombies can detect you by sound and if you're carrying something odorous, this isn't just a crude joke, it's a real liability in the game.

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* TheDevTeamThinksOfEverything: DevelopersForesight: Eating a can of chili makes you flatulent. And since zombies can detect you by sound and if you're carrying something odorous, this isn't just a crude joke, it's a real liability in the game.
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* {{Jerkass}}: Most of the traders, sans for Trader Joel himself.
** The worst offender is easily Trader Rekt, who resides in the Burned Forests. At best he complains about you not tipping him after he insults your intelligence, your looks, or your smell. At worst? He threatens to shoot you.

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* {{Jerkass}}: Most of Traders Rekt (in the traders, sans for Trader Joel himself.
Burnt Forest), Hugh (in the Snowy Forest) and Jimmy (in the Wasteland).
** The worst offender is easily Trader Rekt, who resides in the Burned Forests.Rekt. At best he complains about you not tipping him after he insults your intelligence, your looks, or your smell. At worst? He threatens to shoot you.



* NiceGuy: Trader Joel. He's the only trader out of all of them that is completely affable. He welcomes you wholeheartedly inside, is patient with your wares, and tells you to be safe when you leave.

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* NiceGuy: Trader Joel. He's Traders Joel and Bob. Compared to the only trader out of all of them that is other 3, they're completely affable. He welcomes affable, welcome you wholeheartedly inside, is are patient with your wares, wares and tells tell you to be safe when you leave.
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* DamnYouMuscleMemory: In earlier builds, when you reloaded a gun any bullets left in the clip would simply disappear; thus people who'd developed the {{FPS}} habit of reloading constantly to ensure they always had a full coup ended up wasting a lot of ammunition by accident. Since this was changed in later builds it's obviously no longer a problem.
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* {{Jerkass}}: Most of the traders, sans for Trader Joel himself.
** The worst offender is easily Trader Rekt, who resides in the Burned Forests. At best he complains about you not tipping him after he insults your intelligence, your looks, or your smell. At worst? He threatens to shoot you.


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* NiceGuy: Trader Joel. He's the only trader out of all of them that is completely affable. He welcomes you wholeheartedly inside, is patient with your wares, and tells you to be safe when you leave.
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None

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* NiceDayDeadlyNight: ''7 Days to Die'' has zombies which are much more difficult to deal with during the night compared to day.
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** Food never spoils.
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** That said, Painkillers can sell for quite the pretty penny when fully stacked, and while extremely common on zombies, is nowhere near as potent as the more advanced methods of healing you acquire later on.
* ViolationOfCommonSense: Using a wrench to dismantle a filled shopping basket (as in, the kind that's made from ''plastic'') will allow you to loot a fully-usable shopping basket for your [[spoiler:Minibike]].
Is there an issue? Send a MessageReason:
None

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* NorthIsColdSouthIsHot: Zigzagged with Navezgane. The only snow biome on the map covers the entire northeast corner of it, while deserts and burned forests claim the southern half. However, at the same time, there's a moderately hot plains biome covering the northwest of the map, and a cooler Wasteland biome south of it.

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