Video Game / 7 Days to Die

http://static.tvtropes.org/pmwiki/pub/images/7_days_7_zombies.jpg
7 Days to Die is a Survival Sandbox game with a healthy dose of zombies.

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, 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 14.x, featuring a new game engine, UI improvements, 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.
  • 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.
    • Another example would be rabbits in the Desert biomes. The sound of a dying rabbit is bound to be frequently heard nearby due to their inability to tell the difference between a cactus and a road.
  • Awesome, but Impractical:
    • The Rocket Launcher. Its parts are rare, and to even make one, you have to get the schematics for them first. Even after finally getting ahold of one, they're still more liable to do more bad than good. One of the more practical uses for it is purely for demolition.
    • 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. You can't craft it 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 its 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.
    • Sledgehammer. Big, powerful and exceedingly efficient melee weapon that takes a One-Hit Kill for granted. Problem is, the target has to be the head, it has a shorter range than most weapons and uses up more three times the stamina than a regular stone axe.
  • Badass Longcoat: The Leather Duster.
  • Bears Are Bad News: Bears are often deadlier than the zombies. They are very aggressive, they always run after you (no matter the difficulty setting) and they hit very, very hard. An unexpected bear encounter is usually lethal in the early game.
  • Bee Afraid: 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. Their hives can be found rarely in the burnt forest; approaching one will cause them to attack you en masse.
  • Boring but Practical:
    • 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  and filling it with those is a very efficient zombie defense.
    • An underground base (be it a simple basement or a player-built bunker) is an excellent hideout for survivors as the zombies won't dig down to reach it (unless they somehow manage to fall in a hole) ; however, it requires proper planning as the game physics will make it crumble on you without proper support.
  • Cool, but Inefficient: Most melee weapons as of Alpha 13. Zombies are far more durable than they used to be, and it takes multiple hits to the head to kill them with some of the melee weapons.
  • Continuing Is Painful: Invoked. You lose everything upon death, depending on your settings.
    • Recent Alpha versions have introduced a Wellness stat which increases gradually (with the consumption of clean water, good food, and meds) and increases your overall Health and Stamina bars. When a player dies, they lose a substantial amount of Wellness, and if they die repeatedly, their max health and stamina can shrink to dangerously low levels, making it that much easier for die yet again.
  • Death Is a Slap on the Wrist: Subverted as of Alpha 12. No matter how much you minimize the penalty via the settings for dying, your Wellness stat will drop.
  • The Dev Team Thinks of Everything: 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.
  • Difficulty Spike: They longer you survive, the bigger and tougher the Blood Moon Hordes will get.
    • Also, the more activity performed in one area, the "hotter" it gets for zombie spawns. So if you have a centralized base where you do most of your crafting, be prepared to fight off hordes constantly.
  • Dump Stat: With the introduction of skills in Alpha 13, Sciencenote  is definitely this. You'll find yourself crafting a lot of medicine in-game, yet not nearly enough to level up the skill at a significant rate.
    • Coming in second for this are the Tailoringnote , Leatherworkingnote , and Armor Smithingnote . There's a plethora of reasons why these three skills are too difficult to be worth levelling up, and you'll most likely spend the entire game going without getting to level 10note  with these skills.
  • Early Game Hell: You start off with just a can of chili, a bottle of water, a first aid bandage and a torch, there isn't anything that actually leads you to anything, and zombies are breathing down your neck as soon as you get into the game. And you're wearing nothing but your underwear. Good luck.
  • 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.
  • Elite Zombie: Several of them:
    • Spider Zombies can climb walls and their screams can attract a Zombie Horde.
    • 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 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.
      • As of Alpha 11.x, zombie dogs can show up in packs of 10-20 as a lead-up to the 7th day hordes.
    • Added in Alpha 13 are Zombie Bears, with all the potential destruction they bring.
    • 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!
  • Exposed to the Elements: As of Alpha 13, with the introduction of weather, wetness, and temperature, averting this is a must for survival. No longer can you trudge through cold biomes in the nude, or sport big, bulky clothing in the deserts.
  • 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.
  • Find the Cure: Can result in this if you get infected.
  • First-Person Ghost: Earlier in the game's development, you had a full model of your character, legs and arms, but Alpha 7.8 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.
    • This game borrows heavily from Minecraft as well.
  • Guns Are Worthless: Played with. As of Alpha 13, guns will now no longer immediately One-Hit Kill 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 their respective weapon.
  • 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: Downplayed. Trash cans can sometimes provide valuable loot, but they're nowhere near as likely to do so as, say, a Shotgun Messiah crate.
  • Infinite Flashlight: All handheld light sources, and the headlamp on the miner's helmet.
  • 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.
    • 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.
  • 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. More recent versions have introduced various "tech gates", requiring specific knowledge (in the form of books) before unlocking crafting recipes (e.g., leather armor, various weapons and firearms, tools, etc.). This forces the player to create low end starter gear just to survive and provides enormous incentive to explore and loot.
    • You can craft your own guns from gun-parts or break down pre-existing looted guns into their component gun-parts (and any loaded ammo), which can be retained (if high quality) or scrapped for metal (if poor quality).
  • 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.
  • Law of Cartographical Elegance: Everything outside of the map of Navezgane is a nuclear wasteland.
  • Lightning Bruiser: The Feral Zombie, a tier stronger than the police zombie. It may take the idea of the final tier zombie to Boring but Practical with its sheer running speed, but this monster can take quite the punishment and deals just as much punishment as the player would do. Bears also count to this, but these are "less" aggressive to the player.
    • The minibike itself also counts as this, as a well-built bike is capable of ramming about a dozen bears on its own before being broken down.
  • Loading Screen: The only two in the whole game, comes up when you load up a saved game or respawn from a death.
  • Meaningful Name:
    • Navezgane means "Killer Of Monsters" in Apache.
    • A "Super Horde" (which usually includes multiple cop zombies) will spawn every 7 days, usually at midnight. New or unprepared players are unlikely to survive it.
    • If infected, a player has 7 days to cure it before they start losing health.
  • Misaimed Realism: The body temperature system. 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 the system is ludicrously spontaneous and uneven... you can 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.
  • Money Spider: 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 Vendor Trash.
  • Mundane Utility: More than one player has used the rocket launcher... As a digging tool.
  • Nail 'Em: There's a nailgun in the game, and it can be used as a ranged weapon... except it has low firepower, poor accuracy, and generally isn't indicated to be used that way. The real way to use it is for block repair/upgrading, for which it's the single best item in the game. However, as of Alpha 13, with the introduction of skills, this trope seems to be back in effect, if only partially.
  • 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 hood, a leather mask giving a nice Mad Max vibe and several helmets.
  • No Plot? No Problem!: 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, 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.
  • 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.
  • One Stat to Rule Them All: Two words: 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 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 Purple-rated, all the better for ramming zombies with.
  • 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.
    • With the introduction of more weapon-specific looting locations (e.g., military camps, police stations, Shotgun Messiah stores, etc.), parts for higher powered weapons (including sniper rifles and SMGs) is more common. However, since part quality can vary greatly and the the overall quality (durability and damage) of a weapon is the average of its component parts, putting together a high quality weapon remains fairly difficult.
  • Procedural Generation: While earlier versions limited players to only the relatively small Navezgane map, Alpha 9 introduced 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).
    • Several 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.
  • Schmuck Bait: See that little military camp, that probably got a stash of cool guns? Yeah, I wonder why it's so empty and full of zombie corpses exploding everywhere.
    • 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 policeman zombies.
  • Simple, yet Awesome:
    • 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 hunting knife, fireaxe or spiked club will last you for a long time and is a really good zombie deterrent.
    • The Wooden Spikes. They're cheap, easy to crank out, and wickedly effective. Often it's easier to just whip up a few, plant them between you and an incoming zombie, and just let the stupid thing impale itself to death.
  • Stripperiffic: It is highly doubtful that the zombie nurses used to actually be nurses.
  • Survival Sandbox: 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 and get better eyesight/hearing/smell when it's dark.
  • The Croc Is Ticking: You can tell Spider Zombies are nearby because of their high-pitched screams. Giant Hornets' buzzing is quite loud too.
  • Useless Useful Stealth: Stealth is somewhat glitchy and hard as hell since it relies on two things:
    • 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 are attracted by odours (such as cooked food or raw meat) and 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 They're also 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...
  • 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!
  • 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 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.
    • Word of God 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 Killing Floor, which resulted in Tripwire getting 7DTD removed from Steam until they replaced the modelnote .
  • 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.

http://tvtropes.org/pmwiki/pmwiki.php/VideoGame/SevenDaysToDie