7 Days to Die (stylized as "7 Days To Die") is a "Wide Open" Sandbox game with elements of "Survival Horror" with a "Creation/Crafting" system. With a dose of zombies. DayZ meets Minecraft meets Fallout 3 meets Don't Starve and Project Zomboid, so to say.In the game, so far, you're randomly placed somewhere on the map of Navezgane, having to survive on your own right. Which so far, since the game is still in Alpha, is the only thing you can really do: Survive for as long as possible. You can destroy and build terrain as you please* Provided that you have the tools and small knowledge about physics, otherwise your creation may come tumbling down on your head, craft items, find and/or make food, repair guns and create them using gun-part molds, and prepare for when night falls, cause that's when the zombies start running for you.You are free to customize your world setting prior to launching a new or already made world, such as whether or not zombies run, if friendly fire is on, how many zombies that spawn and if they continue to spawn, loot abundancy, loot respawn rate, looting time, and so on.The game is currently in Alpha 9, featuring updated UI and random world generation. Updates are currently focused on bugfixing, with new content planned for the beta releases.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.
Tropes found in Navezgane:
After the End: All we know is that the game takes place after a Third World War, culminating in nukes being fired, and that Navezgane is one of the last places on Earth that's still intact.
All There in the Manual: All the story that's available, as of now, can be found on the game's website, detailing various things.
All There In The Wiki: The recipe system is still pretty lacking and glitchy, so relying on the wiki to craft most things and learning them by hand, al a Minecraft, seems to be the best bet, for now.
An Interior Designer Is You: It's possible to mostly create everything that can be outfitted for a house, aside for a few things. Heck, you can even chop down fridges and use them to make your own make-shift kitchen!
Anti-Frustration Features: As mentioned below, the game is rather realistic for being voxel-based, but it still takes some nice breaks from making the game hard:
Adjustable settings that matches the game to your liking, be it loot speed, crafting speed, enemy damage modifiers, and so on.
Canned food can be consumed without the need for an opener.
Even though you have to take gravity into account when building something, the game is still nice enough to give you some liberty to place blocks here and there.
You can select whether or not zombies can run, in case you want a more nostalgic zombie experience.
Artificial Stupidity: The pathing for the zombies is currently rather basic. Zombies will go through mines (and blow up), smash through fences, possibly even house walls, just to reach you, when they could walk around. Their pathing isn't that bad, but it's frequent to see a pile of zombies only appear near one house wall, instead of around the house.
The Rocket Launcher. It's rare to find, so is the ammo for it. It leaves a big hole in whatever it hits, and its surroundings. Using it can potentially do more bad than good, and due to the speed and spawning of zombies, using it at night can be dangerous. Ammo is pretty scarce as well, and there's no way to create rockets for it as of now.
The .44 Magnum is not as rare as the Rocket Launcher, but the only way to obtain parts for the gun prior to Alpha 8.6 was to find them. So far, there's no way to create parts for the Magnum unless you find the (quite rare) recipe book for it, so maintaining a found one or scavenge for parts is your only way to have one.
The SMG. It has a high fire rate which is good to mow down zombies, but that's where the positive points end. The silencer modelled on it does not work and it's ammo is rather scarce, so, if you choose to use it on a undisturbed group of zombies, you better have enough ammo to mow them all down.
The chainsaw and the auger turns lumbering and digging into an easy-peasy task and can mess up zombies like there's no tomorrow... But are utterly useless when they run out of gas and generate a lot of noise. You can find more gas cans (used as "ammo" for those two weapons) by looting or turning oil barrels into them via crafting, but it won't get you that far.
The pistol. Simple to use, simple to aim, simple to shoot. It's one of the better weapons to use for headshots, but it's largely boring. It's good for scrap and its ammo is plentiful for those who can salvage it for parts for better ammo.
Trunk tips. Very resistant and deadly if you fall on them from high enough. Digging a moat as deep as you cannote About 15 blocks deep before hitting the indestructible bedrock and filling it with those is a very efficient zombie defense.
The crossbow. Very easy to craft (you need 9 sticks and 2 plant fibers, which can be obtained by farming tall grass and bushes, which take at worst 5 punches to break) and to maintain (with sticks), silent and powerful. The only drawback is that you need feathers for the bolts, which are somewhat uncommon (except if you find birdnests).
The stone axe uses even less resources than the crossbow and can be used for almost everything as a tool, is a decent melee weapon and is fixed by using rocks.
Cool, but Inefficient: Several melee weapons, unfortunately. The Bone Shiv and the Hunting Knife, especially, are low-tier stuff and not that good, the only advantage of the shiv being it's easiness to craft (the knife uses the same resources than the much better sledgehammer, albeit in lesser quantities).
Continuing Is Painful: Invoked. You lose everything upon death. Averted in an old version of Alpha 6 and in the current version: In Alpha 6, you only lost items in your toolbelt (hotkeys 1-9), but kept your backpack inventory. The current version allows you to customize what you lose upon death and if you lose anything at all.Further information Your options can vary your loss, right from no item loss, to only backpack drops, only toolbelt drops, or everything drops upon death.
Death Is a Slap on the Wrist: Depending on how you customize your settings. If you customize them, like mentioned above, you can change it so dying means practically nothing.
Endless Game: The current state of the game. Previously items and supplies were finite, but you can customize loot respawn frequency or if they happen at all.
The End of the World as We Know It: Has already occured, due to a Third World War. Navezgane is sort of fine, but the damage of the war is pretty clear at certain areas of the map. Trying to leave the map leads to a nuclear wasteland.
Spider Zombies (the thin zombies with high pitched screams and long arms and legs) can climb walls.
Bloated Walkers hit harder and can take more damage than their cousins.
Zombies in the Snow biome have as much health as the Bloated Walker.
Crawlers somehow crawl almost as fast as walking zombies are walking, but have an added level of nastiness in the fact that they sometimes don't appear on the minimap, meaning you can potentially step on one in the middle of a fight (who will gladly use the opportunity to claw your sorry butt) and their hitbox is somewhat glitchy in melee ; if you fight them on a place with lots of plants or an accidented terrain, chances are that your weapon will hit the ground more often than the Crawler.
Zombie Dogs and Giant Hornets (as in, the size of a chicken) are fast, hit hard and are hard as hell to shake off since they never stop running.
The king of those is the Infected Police Officer. More health than the Bloated Walker, inflicts more block damage (meaning he destroys walls and blocks around him faster than most zombies), with a very long-ranged puking attack that inflicts high damage on both blocks and players... And last but not least: when he's low on health, he'll sprint towards the nearest survivor and blow himself up, which is a One-Hit Kill except with zombie damage set to the minimum (or with full health and a good armor). The kicker ? He does it even if you put the zombies on the "Never run" setting !
Everything Is Trying to Kill You: Including the game's physics! Chopping down a tree? Better not walk under it as the trunks fall to the ground!* A block stays as a physical object until it "breaks". A tree trunk stays physical until it's broken, but that doesn't mean that breaking them by hitting it with a tool will break it. Having it fall and hit the ground will break it, turning it from a physical object into a collectible object. This is why building houses or placing blocks without proper support can be dangerous.
Fetch Quest: 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.
First-Person Ghost: Previously, you had a full model of your character, legs and arms, but a recent update removed the legs from First Person view, to prevent the arms and legs from glitching into each other..
Follow the Leader: 7 Days came up around the time DayZ became widely popular. Whether or not they took inspiration from it is up for debate.
Guns Are Worthless: Played with. Guns are useful to easily kill an zombie with a single headshot, and each gun has its own ups and downs, giving a nice flavour of things to try. Each gun needs a good supply of bullets/shells, they degrade per shot, and ammo drops seem to be schizophrenic on whether they are supposed to be rare or common, and your main worry about guns are being able to make supplies of them through molding. They lack suppressors too, so being stealthy requires heavy use of melee.
Hyperactive Metabolism: Eating canned goods can heal a minor amount of health, but some, if not all, self-made food can give you status buffs, such as heal regen for a limited time, to restoring a good amount of heal per consumption.
Inexplicable Treasure Chests: Averted. Usually. Some times, a random trash can or two, can make you question why they are there, but when serveral treasure chests can be found there, in the open, or in even weirder places.
IKEA Weaponry: 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.
Inventory Management Puzzle: 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!
Item Crafting: Oh boy. It used to be very basic and very Minecraft-like, until the Alpha 6 update that added the forge. This requires a lot more thought and scavenging into making viable tools, right from shovels (which you ironically need to even get the items needed to make the ingredients for it) to gun parts. Besides the minor amount of simple crafting, you can craft your own guns using gun parts you can un-craft into a single (out of three or four) gun-parts, which you can mold and then make with iron to create another gun-part, possibly making all parts needed for the gun and make a fresh version of it. Ammo not included.
Just Add Water: Played straight prior to Alpha 6. Campfires needed just a log of wood and paper. Now it requires more than that. This syndrome seemed to be the same with a few old recipes, before they were revamped into requiring more advanced recipes.
Land Mine Goes Click: An Air Filter Landmine can be crafted for defensive purposes or offensive. 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.
Nice Hat: 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 leather hat giving a nice Indiana Jones vibe and a German WW2-era helmet.
Oh, Crap: Many players when they realise that a horde is walking (or much worse, running) straight towards their base.
One Bullet Clips: Previously averted. Prior to Alpha 6, ammo was counted as clips. This meant that ammo for the shotgun was plentiful, with one shell being enough to reload a whole shotgun. After an update in Alpha 6, ammo was counted in bullets as opposed to the old clip count. This means that some ammo types are rarer than others. Shotgun ammo for a while still seemed to avert this, using the old clip-mechanic for a while, until it was finally changed to the One Bullet Clip rule, making shotgun ammo just as rare as SMG ammo.
Power Equals Rarity: Pistols, Shotguns (short and long), and SMGs. The only weapon to be a bit uncommon is the Hunting Rifle, whereas the Sniper Rifle and Rocket Launcher are pretty rare. They're both rare to the point that you may not see them at all. This can be averted for the Sniper Rifle, if you have enough Sniper Rifles to create a mold for each Sniper Rifle part.
Procedural Generation: While earlier versions limited players to only the relatively small Navezgane map, Alpha 9 now includes random world generation with a wide variety of biomes (e.g., alpine, forest, desert, wasteland, burnt forest, etc.), structures (including massive cities), and terrain (e.g., lakes, mountains, cliffs, etc.), as well a massive increase in explorable world size.
Reality Ensues: "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!"
Repairing guns now only work with repair kits, doing away with the Fallout styled repair mechanic.
Blocks have health. Compared to Minecraft, where mining blocks for a continued amount of time to break them, in this game, any damage done to a block is permanent.
Alpha 9.1 has the Stone Ax and the Repair Tool, both of which allows players to repair and upgrade certain blocks in place (although for upgrades, resources are required).
Serveral of the locations within Navezgane carries geographical advantages and disadvantages: The snowy North-East of Navezgane, you can harvest snow and use it with a jar to get water, while the desert of the South-East map has next to no water, aside from houses and buildings storing jars filled with water.
As time passes, you need food and water. Homemade food refills the most hunger, satisfying you way more than canned food.
Respawn Point: Beds and sleeping bags that have been placed by the player will be their respawn point in case of an untimely death. Respawns refer to the last planted point.
The pistol. It's simple, has a high spawn rate, ammo is pretty frequent, and it can easily be mastered for quick disbatch of zombies. As players find more powerful weapons and start setting up homes and bases, they can use ammo and pistols to create higher caliber ammo or better guns. Or more pistols.
The crossbow: Easy to make, easy to repair, inflicts damage comparable to hunting rifles. It is also stealthy (while the sound of gunfire attracts zombies).
Many melee weapons are this. Hit hard, are quite durable and way less noisy than the guns. A well-maintained sledgehammer, fireaxe or spiked club will last you for a long time and is a really good zombie deterrent.
Survival Horror: With emphasis on survival. Your hunger and hydration are always decreasing over time, and decreases even more, the more stamina you use. Both meters supply your health and stamina, so having low hydration yields slower stamina regen, while eating heals a small amount of health, for food consumed. Staying fed and hydrated isn't your only problem; There're the zombies too. They spawn in dark unlit areas, they sprint when it's dark and spawn in masses when it's dark.
Zombies can't detect you if they can't see you (meaning, if you are not in their line of sight or if something hides you from them), but they seem attracted by lights in the dark despite being weakened by light. And since light somehow passes through solid matter in this game (unless it's thick enough), even one lit torch can bring them towards you.
Zombies are very sensitive to sound, which will attract them towards the noise. And lots of things are noisy in the game, such as sprinting, firing firearms, taking or putting items into containers, crafting items...
Zombies are now sensitive to smell (as of Alpha 9.1). Certain non-canned foods release odors which attract monsters, with meat-type items being the worst and carbohydrate-type items being the least. So while venison stew is the best food item, it also draws zombies in from a large area unless stored in a container.
Vendor Trash: 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.
Weakened by the Light: 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. Then they run. Really, really fast. You can also subvert this trope by making the zombies classic zombies, in which they never run.
When All You Have Is a Hammer: While specialized tools are the best option for building tasks (shovels for digging, pickaxes for breaking rocks, etc.), nothing stops you from using something woefully inadapted for the task at the cost of taking much longer to do so. Broke your pickaxe and you're in dire need of removing a rock or stocking on coal or iron ores? Break out the stone axe!
With This Herring: You start off with nothing, there isn't anything that actually leads you to anything, but if you saw the trailer for the game, you might think that paper might actually carry a story purpose. Not that it does (since it's still in Alpha and quests are yet to be added) besides being an ingredient for Shotgun Shells and a few other things.
Wizard Needs Food Badly: You have both a hydration and a hunger meter, as well as a health and stamina meter. Food slightly heals you, as well as recover your hunger meter, while water regains your hydration and stamina (which regens over time) much faster.
You All Look Familiar: The zombie models are pretty few, but the player character models have an even smaller selection: There's only two skins for both the male and the female player choices and they both look the same aside from the color of their clothes.
There's a plan to subvert this, though. A equipment screen has been implemented, that seems to function as a way to customize yourself with clothing items. Another plan is to add more character models to use, trying to subvert the overall trope.
Your Days Are Numbered: The feel that the title is aiming for. So far, the title seems to be an Artifact Title down the line, but mobs and items seem to react to the amount of days that have passed.