Video Game: Seven Days To Die
Seven 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 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 built blocks, craft items, make food or find it, repair guns with other guns, and prepare for when night falls, cause that's when the zombies go mad.
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, or how difficult the game is, overall.
The game is currently in Alpha 6, having increased in map size, added a snow biome, advanced crafting mechanics (primarily for guns), military checkpoints with loot, and aswell as balances and tweaks. Currently Alpha 7 is in the works, with The Fun Pimps trying to get it out by the end of February. Alpha 7 will include smooth terrain, stealth, more recipes and crafting updates, aswell as more locations to explore.
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 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.
- Artificial Stupidity: The pathing for the zombies is currently rather basic. Z Ombies 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 at one spot.
- Cool, but Inefficient: 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 aswell, and there's no way to create rockets for it.
- Continuing Is Painful: Invoked and Averted. You lose everything you have equipped in your tool-belt (the 1-9 top key-slots), but keep everything in your inventory. Your respawning depends on whether or not you placed a bed or sleeping bag. If you did, you spawn right back at the bag/bed. Placing a new bed/bag down deletes the previous one.
- Death Is a Slap on the Wrist: Depending on where you died, how far it is away from your respawn point and how much you dropped, it can be this.
- Endless Game: The current state of the game. Albeit most things are finite, it doesn't stop you from respawning upon death, even if you starve.
- 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 even added, even NPCs.
- Follow the Leader: 7 Days came up around the time DayZ became widely popular. Whether or not they took inspiration from it is up to debate.
- Guns Are Worthless: Played with. Guns are useful to easily kill an zombie with a single headshot, and each gun has it's own ups and downs, giving a nice flavour of things to try. It can also be invoked, since each gun needs a good supply of bullets/shells, and it's possible to walk around with a good amount of guns but no ammo for them or the opposite. Every weapon in the game also got a degradation system that goes down everytime you use it, so guns take up two resources: The gun itself and its ammo. On the other hand, the new crafting system makes almost every gun, aside from two of them, possible to re-create, provided that you have a mold for each gun part to craft the gun.
- Hyperactive Metabolism: You can eat food to regain a very small amount of health, but it's usually such a small amount that you would either let your health heal by itself or use a healing item.
- Inexplicable Treasure Chests: Averted most of the time. There are a few times where you may question why there's a trash can on a roof, or for the heck of it, an actual treasure chest.
- 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.
- Inventory Management Puzzle: Although every item goes into one single box in your inventory grid, it can become this easily. Why? Your quick-inventory/toolbelt which you can switch between with the middle mouse button/roller or the 1-9 keys are good for you when you want to use something quickly, but dying with anything in the toolbelt drops whatever was in it, so it becomes a choice of equipping what you feel you may need, but won't miss in case of a untimely death.
- 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.
- Sadly, due to the paradox of needing a shovel to get clay, you basically have to scavenge and prey to the Random Number God that you get a shovel. Once you've gotten one, everything afterwards related to crafting ingots and mold become trivial.
- Just Add Water: Played straight prior to Alpha 6. Campfires needed just a log of wood and paper. Now it requires more than that.
- 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 stuff with them. Not that it helped against the zombies, but they're still dumb enough to walk into them.
- Law of Cartographical Elegance: Everything outside of the map of Navezgane is a nuclear wasteland.
- Money Spider: Most zombies that have been killed can be looted and contain quite a large range of items. Some ranges from cans of food to weapons and Vendor Trash.
- 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.
- One Bullet Clips: Previously averted. Due to Alpha 6, ammo is now counted in bullets as opposed to clips. This means that shotgun ammo is rather rare now, and pistol ammo, aswell as SMG ammo, is pretty frequent. Rifle ammo seems to be stuck somewhere between rare and frequent.
- Power Equals Rarity: Pistols, Shotguns (short and long), SM Gs and Hunting Rifles are common. Sniper Rifles and Rocket Launchers are pretty 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.
- 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.
- Simple Yet Awesome: Every common weapon you can find, as long as you have enough ammo. Anything that can shoot and hit a zombie in the head, will mostly kill it in one hit.
- Awesome yet Practical: The normal shotgun, since it's a bit rare, but got both range and spread to be useful for insta-kills, headshots, and riot-control.
- Boring, but Practical: 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.
- 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 being low on hunger, yields no health regen, and having low hydration yields slower stamina regen. Staying fed and hydrated isn't your only problem; There's the zombies too. They spawn in dark unlit areas, sprint during the dark, and spawn in masses when it's dark.
- 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.
- Wizard Needs Food Badly: You have both a hydration and a hunger meter, aswell as a health and stamina meter. Food slightly heals you, aswell as recover your hunger meter, while water regains you stamina (which regens over time) much faster.
- Vendor Trash: Averted. Iron Scrap, Lead Scrap, Tin Cans, Pop-Caps, Lead Motors and such, seem worthless, but they aren't. Every item you find can be crafted into something, if not used. In case of Iron Scrap, it can be forged into Iron Ingots, which is used for weapons and equipment. Played straight with Brass Scrap. There's no implemented use for it
- 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.
- They do seem to be weakened by light in general, so if they move near torches or light-sources, they become slow again. You can also subvert this trope by making the zombies classic zombies, in which they never run.
- 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.
- Word of God: Most of what's available, information-wise, is that the game takes place After the End, there's been a Third World War and that Navezgane is still somehow intact after all of this. And that's on the game's website.
- 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.
- Your Days Are Numbered: The feel that the title is aiming for. So far, everything in the game is mostly finite, meaning that canned goods are only there for so long, that you either have to hunt for food to survive, or hope that your lucky enough for zombies to drop some food.