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You'll be able to play 7 Days to Die exactly how you want to - with the upcoming V3.0 "Dead Hot Summer" release and it really does sound great. The game has a lot of fun mechanical systems - but it can also be pretty brutally difficult. Now, it's becoming a lot more of a sandbox to do what you want - if you want it to be.

In case you missed it - back in March Behaviour Interactive acquired 7 Days to Die developer The Fun Pimps.

7 Days to Die screenshot - lots of zombies

V3.0 "Dead Hot Summer" will arrive as an opt-in Beta on June 15th for testing and the whole point of the update is to provide more "player agency" with 150 sandbox customization options. So you'll be able to boost stuff you like, disable stuff you don't like and all sorts along with their own special preset modes.

There's some other additional big bits being added including Item Magnitude they said "reshapes how weapons and gear scale, alongside an optional Repair and Degradation settings that ensures every battle leaves a lasting impact". There's also going to be a big overhaul to point of interest signage thanks to a fancy new sign system. There's also going to be a redesigned main menu, over 60 new POIs, and a customizable crosshair system and more.

Full changelog, click me

Take Command of the Sandbox

  • A New Era of Control arrives. The V3.0 “Dead Hot Summer” update transforms the game into the ultimate survival simulator with 150 sandbox customization options. Whether reliving the tension of classic play styles with no magazines, turning off zombie digging, diving into a brand-new official preset like Undead Matinee, or forging entirely custom worlds through player-made presets, the power to define survival is now fully in your hands!

  • Your Rules. Your World. Your Survival Story. V3.0 introduces full sandbox preset creation and sharing, allowing players to build personalized survival experiences unlike anything before. Name your creations, fine-tune every setting, and unleash limitless gameplay permutations designed entirely around your vision of the apocalypse.

  • Along with the Classic Difficulty Presets, V3.0 comes with these brand-new Official Presets, including:

    • Undead Matinee – A melee-focused vintage movie-inspired mode with slower zombies, swarming numbers & scarce ammo. Includes the new headshot finisher setting.

    • Madmole’s Mayhem – Fewer supplies, harsher penalties, including the new item loss and item durability loss on death, along with constant pressure. Madmole… It smells good!

    • Almost Creative Mode – The apocalypse, minus the actual apocalypse. Because Dying Is Inconvenient.

    • Bite Club – Respawning is for cowards in this hardcore, perma-death mode. One life left; use it wisely.

    • Legacy Survival – Old-school survival with modern consequences. Play like it’s 2014.

    • 7 Days Later – Modern movie-inspired with chaotic hordes of fast-moving zombies.

    • Caveman’s Life – Survive an apocalypse where tools peaked at sticks.

    • Dumpster Diver – Turning Garbage Into Greatness. It’s not hoarding if you use it.

    • Dying World – Resources are fading, and you’re not far behind.

    • Disaster Film – Catastrophes stack faster than you can fix them.

    • Chibi Mode – Not only are they cute… They’re fast, too! Good thing you have some speed of your own.

  • For notes about Sandbox server configurations, V2.6 server save game compatibility, and a complete list of all Sandbox Options, see those sections below.

The Arms Race Begins with Magnitude

  • Powerful new Magnitude variants are changing the face of survival in V3.0, bringing boosted stats to looted weapons, tools, workstation mods, and more. An orange star will highlight the special stats along with a % in teal. You might find a Pickaxe with boosted block damage, a Shotgun with boosted range, a Machete with increased damage, or a Cooking pot with faster cooking time. The permutations are endless!

    • All tools and weapons will have a chance to roll boosted stats when found in loot.

      • Tools and weapons still have a chance for random stats and may show a teal percentage, but they are not considered boosted stats unless the stat is marked orange. This could allow combined items to cross over into a boosted range.

    • A wide variety of mods for armor, tools, vehicles, weapons, and workstations will now have progressive quality levels.

      • Higher-quality mods provide stronger bonuses. A Quality 1 Grave Digger mod adds 5% dirt damage, while a Quality 6 version adds 30%.

      • Not every mod benefits from higher qualities. Mods with simple on/off effects, such as the Helmet Light, are still limited to a single version.

  • Survivors can now use the new Combine Station to merge attributes of similar items to incrementally increase their power until they reach their full potential! It also provides an alternative method for repairs! Traders will now carry Magnitude-enhanced equipment such as weapons with special boosted stats, creating a new high-end economy for serious survivors.

    • The highest percentage stats will be moved to the combined item regardless of quality.

    • When a boosted stat from a Quality 1 item shows 20%, combined with a Quality 6 item, it will have more impact on the Quality 6 item’s higher base stat.

  • With the various degradation and repair options available, players can now choose how punishing the apocalypse can be on items. Repair Method options include no repair, repair kits only, combine repair, or use both kits and combine. Permanent Repair Degradation can be set to 5, 10, 15, 20, or 25% of the item’s max durability per repair (the first repair is free). Death Degradation allows players to choose how much durability items will lose on death or even permanent max durability loss.

  • A new M60 turret has been added to help with those late game hordes. Uses all .762 ammo types.

Signs for the End of Times

  • A complete POI signage overhaul arrives in V3.0 thanks to the new Sign-Tech system delivering thousands of signs to the POIS in the game. This brings a richer atmosphere and deeper immersion to every corner of the world. Streets, shops, compounds, and ruins now feature dramatically improved environmental signage designed to make the wasteland feel authentic, coherent, and alive. POI creators will gain access to the Sign-Tech tools through the level design editor at launch.

  • Canvas & Decal signs of various dimensions (e.g. 1×1, 2×2, 3×3, etc.)

    • Add Text, Shapes and Noise

    • RGBA color picker

    • Layer Masking (Color Only, Color And Mask, Mask Only, Punch Out)

    • Layer Warping (Skew, Pinch/Bulge, Twirl, Kaleido, Perspective, Arc, Stretch, Grid)

Points of Interest (POIs)

  • 60+ new POIs, adding expanded depth and variety to the world.

  • Tier 5 – “Champions Coliseum” (soccer_stadium_01)

  • Tier 4 – “Granddaddy’s Cable Regional Service Center” (industrial_60_01)

  • Tier 4 – “Ironwood Paper Mill” (industrial_60_02)

  • Tier 4 – “Beanthere Coffee Company” (industrial_60_03)

  • Tier 4 – “ChemTech Distribution Center” (industrial_60_04)

  • Tier 4 – “Water Treatment Plant” (industrial_strip_06)

  • Tier 4 – “Camp Hollow Point (army_camp_09)

  • Tier 4 – “Green Hill” (army_camp_10)

  • Tier 4 – “McOivey Farms” (farm_18)

  • Tier 4 – “Sprout & Sons Nursery (farm_20)

  • 2 new RWG tile variants adding more spawning opportunities for 100×100 commercial and industrial themed POIs.

A Fresh Interface for a Brutal World

  • Survivors will be greeted by a newly redesigned Main Menu UI featuring upgraded visuals, improved presentation, and a darker post-apocalyptic aesthetic. While the front end has entered a new era in V3.0, the full in-game interface overhaul is still to come in a future release.

In your Crosshairs

  • Survivors now have complete control over their combat visibility with the new customizable crosshair system. Adjust crosshair scale, opacity, and color to match your personal playstyle, while expanded display settings let you decide exactly when and how your reticle appears. All new customization options can be found in the dedicated Crosshair tab within the General Options menu.

Sun’s Out, Guns Out!

  • The new Beachwear Pack cosmetic DLC brings tropical chaos to the apocalypse with stylish new outfits built for survivors who refuse to let civilization’s collapse ruin their summer plans. From sandy shores to blood-soaked boardwalks, the wasteland has never looked this relaxed. And remember, when the world ends, the tan begins!

Modding

  • The WebDashboard code was integrated with the core game code, meaning it will always be up to date. For mods there is only two changes:

    • You no longer need to reference additional assemblies, but only the game’s core Assembly-CSharp.dll

    • Due to the code being run through the code publicizer process you might have to adapt some of your code that overrides vanilla methods to also be public

  • “Localization.txt” was renamed to “Localization.csv” to properly indicate its contents and make it easier to open it with spreadsheet tools

  • Changed entitygroups.xml format back to proper XML elements

    • Previous text based format is currently still supported for backwards compatibility

  • The XUi framework has received a massive internal overhaul and code cleanup

  • Heavily reworked XUi views to reduce code duplication, provide more common features (attributes) across different view types and increase compatibility

    • E.g. tables and grids have more similar attribute names, window anchor names and view pivot names use the same values

    • Removed unnecessary view attributes, rects now always have an underlying UI widget and panels always a UI panel. Rects should be used over panels wherever possible

    • Added new views video, scrollbar and scrollview

    • Removed “force_hide” attribute, visibility is now properly handled on each view element through the regular “visible” attribute

  • Tweens can be controlled from XML

  • Renamed folder “XUi” to “XUi_InGame” to make it clearer what each folder is for

  • Renamed “controls.xml” to “templates.xml” to get rid of confusion between XML templates and XUi controller classes

  • Removed unused “ruleset” XML element level from xui.xml

  • Support for using templates as windows

  • Lots of small bugfixes to different parts of views, controllers and the overall framework

Sandbox Options

Here is the complete list of the 150 sandbox options in our Dead Hot Summer release. Each setting includes at least two unique variables, resulting in billions of possible permutations of preset game modes in the 7 Days Universe. The complete list is as follows:

  • Player Settings

    • Ranged Damage

    • Melee Damage

    • Block Damage

    • Terrain Damage

    • Headshot Multiplier

    • Player Damage In

    • Walk Speed

    • Run Speed

    • Crouch Speed

    • Jump Strength

    • Stamina Regen

    • Stamina Usage

    • XP Multiplier

    • Show XP

    • Level Stat Bonus

    • Skill Gain Rate

    • Skill Gain Amount

    • Death Penalty

    • Lose On Death

    • Death Loss Count

    • Death Degradation

    • Death Degradation Amount

    • Drop On Death

    • Drop On Quit

    • Infection Rate

    • New Player Buff

    • Encumbrance Slots

    • Jar Refund

  • Entity Settings

    • Enemy Spawning

    • Max Enemy Tier

    • Enemy Density

    • Enemy Respawn

    • Biome Animal Respawn

    • Enemy Damage Dealt

    • Entity Damage In

    • Enemy Block Damage

    • BM Block Damage

    • Headshot Mode

    • Entity Health Bars

    • Show Entity Damage

    • Zombie Day Speed

    • Zombie Night Speed

    • Zombie Feral Speed

    • Zombie BM Speed

    • Zombie Feral Sense

    • AI Smell Mode

    • Zombie Rage

    • Zombie Digging

    • Zombies Eat Animals

  • World Settings

    • Global Game Stage

    • Biome Game Stage

    • Biome Progression

    • Temperature Survival

    • Max Tech Type

    • Workstations in the Wild

    • Blood Moon Frequency

    • Blood Moon Range

    • Blood Moon Count

    • Blood Moon Warning

    • Air Drops

    • Air Drop Variance

    • Storm Frequency

    • Storm Warning

    • Heat Map Sensitivity

    • 24 Day Cycle

    • Daylight Length

    • Mark Air Drops

    • Allow Map

    • Allow Compass

    • Allow Screen Markers

    • Show Location Info

    • Show Day/Time

  • Resource Settings

    • Max Loot Tier

    • Global Loot Stage

    • Biome Loot Stage

    • POI Loot Stage

    • Loot Respawn Days

    • Loot Timer

    • Loot Bag Drop

    • Loot Abundance

    • Food Abundance

    • Drink Abundance

    • Medical Abundance

    • Ammo Abundance

    • Resource Abundance

    • Armor Abundance

    • Melee Abundance

    • Ranged Abundance

    • Currency Abundance

    • Magazine Abundance

    • Treasure Map Chance

    • Mining Yield

    • Crop Yield

    • Seed Drop

    • Resource Yield

    • Crop Growth

  • Crafting Settings

    • Crafting Progression

    • Crafting Max Tier

    • Magazine Progress

    • Backpack Crafting

    • Workstation Crafting

    • Smelter Type

    • Crafting Timer

    • Crafting Cost

    • Crafting Yield

    • Scrapping Yield

    • Dew Collector Time

    • Dew Collector Yield

    • Dew Collector Input

    • Apiary Time

    • Apiary Yield

    • Apiary Input

    • Item Degradation

    • Repair Method

    • Repair Degradation

  • Traders

    • Trading Enabled

    • Vending Enabled

    • Trader Hours

    • Trader Protection

    • Trading Dialog

    • Global Trader Stage

    • Trader Max Tier

    • Trader Item Count

    • Vending Item Count

    • Trader Reset

    • Vending Reset

    • Sell Price

    • Buy Price

    • Trader Buy Limit

  • Task Settings

    • Challenges

    • Quests

    • Intro Challenges

    • Intro Quest

    • Trade Routes

    • Buried Quests

    • POI Quests

    • Quests per Tier

    • Quests per Day

    • Base Skill Points

  • Miscellaneous Settings

    • Vehicle Fuel Usage

    • Vehicle Entity Damage

    • Vehicle Block Damage

    • Vehicle Self Damage

    • Electrical Output

    • Celebrate Kills

    • Big Heads

    • Tiny Zombies

    • Gravity

    • Silly Sounds

    • Black and White

Server Admin notes for Sandbox Options and legacy property removal

  • With the addition of over 150 Sandbox Options, some of the legacy options previously set in serverconfig.xml have been moved to a new SandboxCode XML property.

  • For server admins that wish to continue their V2.6 save game, you will need to recreate your legacy serverconfig.xml settings using the in-game Sandbox Options menu.

  • Copy the code, and then paste it as the SandboxCode property value in the updated V3.0 serverconfig.xml file.

  • Although we have done our best to communicate with server providers, you may need to work with your specific provider to help setup these options.

  • The name and default value for the new property is:

  • The SandboxCode above is an equivalent setup of the legacy default GameDifficulty setting of “Adventurer” or 1.

  • The following is a list of the legacy properties that have been removed/converted:

    • GameDifficulty

    • BlockDamagePlayer

    • BlockDamageAI

    • BlockDamageAIBM

    • XPMultiplier

    • DayNightLength

    • DayLightLength

    • BiomeProgression

    • StormFreq

    • DeathPenalty

    • DropOnDeath

    • DropOnQuit

    • JarRefund

    • EnemySpawnMode

    • EnemyDifficulty

    • ZombieFeralSense

    • ZombieMove

    • ZombieMoveNight

    • ZombieFeralMove

    • ZombieBMMove

    • AISmellMode

    • BloodMoonFrequency

    • BloodMoonRange

    • BloodMoonWarning

    • BloodMoonEnemyCount

    • LootAbundance

    • LootRespawnDays

    • AirDropFrequency

    • AirDropMarker

    • QuestProgressionDailyLimit

See more in the announcement.

Article taken from GamingOnLinux.com.
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I am the owner of GamingOnLinux. After discovering Linux back in the days of Mandrake in 2003, I constantly checked on the progress of Linux until Ubuntu appeared on the scene and it helped me to really love it. You can reach me easily by emailing GamingOnLinux directly. You can follow me personally on Mastodon [External Link].
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1 comment

SlayerTheChikken 1 hour ago
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I got this game a while back and it keeps paying off like no mans sky
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