7 Days to Die is a survival horrorvideo game set in an open world developed by The Fun Pimps. It was released through Early Access on Steam for Microsoft Windows and Mac OS X on December 13, 2013, and for Linux on November 22, 2014. Versions for the PlayStation 4 and Xbox One were released in 2016 through Telltale Publishing.
Story[edit]
The game's events happen after a nuclear Third World War that destroyed an extremely large part of the world, except for some areas such as the fictional county of Navezgane, Arizona. The player is a survivor of the war who must survive by finding shelter, food and water, as well as scavenging supplies to fend off the numerous zombies (hinted to be the consequence of nuclear fallout) that populate Navezgane. Though there is no real objective except surviving at this moment, the developers hinted at a possible storyline that will be added in future updates.[citation needed]
Gameplay[edit]
In 7 Days to Die, the player spawns into a randomly-generated world or the preset world of Navezgane, Arizona, with the objective of surviving for as long as possible against the elements and the zombie hordes. As a survival game, the player character is in constant need of water and food for sustenance, as well as being vulnerable to injury and illness. The game is voxel-based (similar in some aspects to Minecraft), allowing for simple building, and destruction of objects in a physics-simulated environment (for example, building a structure with no support such as pillars and walls can lead to its collapse).[1][2] Objects in the world degrade through use, so the player has to search for or make new tools as the game progresses. The player can also gather and create materials—from nature and the remnants of human civilization—to construct these necessary items.[3][4]
While the game includes wildlife that can be hunted for food or will hunt the player, the main hazard is zombies, which are affected by the game's day/night cycle—during the day they are relatively slow-moving and easy targets that can only detect the player at relatively close ranges, but at night they become feral, which makes them move much faster and thus greatly increases their threat. As the in-game days progress, tougher and more aggressive variants begin to appear.[5] Stealth and distraction can be used to avoid unnecessary conflict, while carrying foods that have a smell (such as raw meat) will attract zombies. They are also drawn to areas of human (i.e. player) activity, and will relentlessly attack anything that impedes their movement until they are killed or the obstacle is destroyed—this includes player fortifications. Should they detect the player, zombies will apply the same single-minded pursuit until the player is either dead, or leaves the immediate area.
The game's title is a reference to an important event that occurs every seventh day of in-game time, whereby hordes of zombies attack the player's current location en masse—unless sufficient preparation has been made and defences constructed, the player will quickly be overwhelmed.
Multiplayer[edit]
Multiplayer is available through player-hosted servers and enables multiple players to interact and communicate with each other on a single world. Interactions can be cooperative or hostile depending on the used server options. Players can run their own servers or use a hosting provider. Single player worlds have local area network support, allowing players to join worlds on locally interconnected computers without a server setup. Players are also able to provide Wide Area Network support via single player worlds. 7 Days to Die servers can run on consoles, Windows and Linux.[6] There are two supported game modes for multiplayer: Survival (both randomly generated and standard) and Creative.
Development[edit]
The Windows alpha version of the game was released on August 16, 2013, for people who pre-ordered the game on either Kickstarter or PayPal. As of August 11, 2013, development of the game is ongoing with a Kickstarter campaign ending on August 15.[7] The estimated release date was May 2014 for Microsoft Windows; Macintosh and Linux versions were planned for later in the year.[8]
The game was also greenlit on Steam[9] after 23 days getting over 75,000 yes votes, 8,340 followers, and 8,700 favorites. It was number one on Steam Greenlight, after only 16 days with over 56,000 votes.[10] The Mac version was released on September 13, 2013 at the same time as update Alpha 1.1.[11]
PC[edit]
7 Days To Die was released to the public on Alpha 1.0. Only users who had backed the game via the Kickstarter Campaign or who bought it via PayPal had access to the Alpha until Alpha 5.0 which was released on Steam as an Early Access game on December 13, 2013.[12]
Since the Alpha release of 7 Days To Die there were multiple game changing updates that contained features such as a new snow biome, forging systems, new weapons, general graphical changes and smoother terrains which would be completed by Alpha 8.
Alpha 7.8 was released on April 4, 2014 and was promptly followed by Alpha 7.9 on April 8, 2014.[13] Alpha 7.10 was later added on April 19, 2014. Alpha 8 was released on May 7, 2014 which updated the visuals to zombie animations and smoothed the terrain for a final time.[14] Alpha Version 9 was released on August 19, 2014 and added random generated worlds, new injuries, new light effects, and new graphics.[citation needed] Alpha Version 10 was released on November 22, 2014 and added a new character creation system with face/body morphing and visible clothing, a new zombie horde world heat map system and a new wellness system.[15]
Alpha Version 11 was released on April 2, 2015, where the developers updated to Unity 5, which includes many graphical improvements, a new quality range system for guns, weapons, tools and armor and a new Zombie called 'Feral'.[16] Alpha 12 was released on July 3, 2015, and added a new vehicle system with a Mini Bike, first weather system, new sound and physic systems, among other fixes and additions.[17] Alpha 13 was released on December 10, 2015, adding temperature survival elements, a skill system, and a redesigned crafting system.[18] The difficulty of the game has increased, but it continues to be popular.[19]
Alpha 14 was released on March 26, 2016, with further improvements and more features, a lot of bug fixes, as well as some performance and graphic optimizations.[20] Alpha 15 was then released on October 5, 2016 with major improvements to random generated maps, a trader system, a new difficulty scaling and several more features. The UMA-Zombies that were introduced in this Alpha would be removed in Alpha 16.[21]
On June 6, 2017, Alpha 16 was released.[22] This release added electricity to the game for the first time and introduced various traps including electric fences and spinning blades.
On November 19th, 2018, Alpha 17 was formally released[23] which added a quest system as well as new vehicles and numerous system overhauls.
PC Requirements
Before individuals decide to purchase 7 Days to Die on Steam their PCs, they must make sure that their PC specs have the minimum requirements to run the game on the lowest settings.[24]
Console[edit]
In April 2016, the game was announced for PlayStation 4 and Xbox One. It was published by Telltale Publishing and released in June and July 2016.[25]
The most recent update for the console versions, Patch 13, was released on December 13, 2017. This patch updates the PlayStation 4 version of the game to version 1.18, and the Xbox One version of the game to version 1.0.18.0.[26]
Telltale's Closure[edit]
On September 21, 2018, Telltale Games abruptly laid off most of its staff due to financial problems[27][28], and on October 11, 2018, began liquidating its assets through Sherwood Partners.[29][30] A statement by The Fun Pimps on November 13, 2018, via their official online forum stated “upon hearing the news, The Fun Pimps immediately terminated its license agreement with Telltale, which only allowed publishing rights on the console ports of the 7 Days to Die game.” They went on to say that this “also severed Telltale's rights to any future updates or sequels of the 7 Days to Die franchise.”[31]
Since then, and as of June 2019, no official public information about the status of the game's publishing rights of the Xbox One and PlayStation 4 has been released by The Fun Pimps or Telltale Games. The console ports have not received any updates since December 2017.
Reception[edit]
The PlayStation 4 and Xbox One versions of 7 Days to Die received 'unfavorable' reviews according to the review aggregation website Metacritic.[39][40]
As of June 2018 the game scored a 'very positive' review by over 46,000 reviews on Steam[41] and was one of the 'Top 100 Selling games of 2017' on Steam, despite still being in alpha stage development.[42] If you stay (the river ft. alan walker style terjemahan.
References[edit]
External links[edit]
Retrieved from 'https://en.wikipedia.org/w/index.php?title=7_Days_to_Die&oldid=903942436'
Made by Someguy1963Alpha 5.2 Hotfix 2, Alpha 6.1 Beta, Alpha 6.2 (b6), AND Alpha 6.3 (b2) for x64 (64bit) (not tested on 32bit). NOTE: I've had occasion where one or the other array of bytes searched for the AOB scan did not exist until doing something that changed the values we are trying to control had occurred. (example: losing stamina before it would active, or hitting something before damage would activate) As with all AOB scan codes, give it a moment (3-20sec) to activate/deactivate. Test version: x64 (64 bit) - Run Install_64bit.bat in the game's folder as Steam does not always install the x64 version, even when updating from the x64 version. Builds Tested: Steam Alpha 5 HotFix 2, Steam Alpha 6 Hotfix 1 (beta), Steam Alpha 6.2 (b6), Steam Alpha 6.3 (b2) Tests done in Single Player game of Survival on Navezgane map. No other game modes tested. STAMINA wrote: Code: <?xml version='1.0' encoding='utf-8'?> <CheatTable CheatEngineTableVersion='16'> <CheatEntries> <CheatEntry> <ID>3</ID> <Description>'7DTDx64 (AOB)Stamina'</Description> <Color>80000008</Color> <VariableType>Auto Assembler Script</VariableType> <AssemblerScript>[ENABLE] // Running Stamina //5A70AE8A - 48 63 86 70030000 - movsxd rax,dword ptr [rsi+00000370] //5A70AE91 - FF C8 - dec eax // decrease Stamina (running) //5A70AE93 - 89 86 70030000 - mov [rsi+00000370],eax aobscan(aob_stam_e, 48 63 86 70030000 FF C8 89 86 70030000) aob_stam_e+7: db 90 90 //Tool Usage Stamina //5A74480F - 48 63 87 70030000 - movsxd rax,dword ptr [rdi+00000370] //5A744816 - 03 45 F0 - add eax,[rbp-10] // decrease Stamina (tools) //5A744819 - 89 87 70030000 - mov [rdi+00000370],eax aobscan(aob_stam_e2, 48 63 87 70030000 03 45 F0 89 87 70030000) aob_stam_e2+7: db 90 90 90 [DISABLE] aobscan(aob_stam_d, 48 63 86 70030000 90 90 89 86 70030000) aob_stam_d+7: db ff c8 aobscan(aob_stam_d2, 48 63 87 70030000 90 90 90 89 87 70030000) aob_stam_d2+7: db 03 45 F0 </AssemblerScript> </CheatEntry> </CheatEntries> <UserdefinedSymbols/> </CheatTable> HUNGER and THIRST wrote: Code: <?xml version='1.0' encoding='utf-8'?> <CheatTable CheatEngineTableVersion='16'> <CheatEntries> <CheatEntry> <ID>3</ID> <Description>'7DTDx64 (AOB)Hunger and Thirst'</Description> <Color>80000008</Color> <VariableType>Auto Assembler Script</VariableType> <AssemblerScript>[ENABLE] // Decrease Hunger and Thirst over time //Replaced with code to add Full each time it is called //0F095044 - FF C8 - dec eax //0F095046 - 33 C9 - xor ecx,ecx //0F095048 - 3B C1 - cmp eax,ecx //0F09504A - 0F4C C1 - cmovl eax,ecx aobscan(aob_htot_e, 48 63 47 10 FF C8 33 C9 3B C1 0F4C C1 89 47 10) aob_htot_e+4: db B8 48 00 00 00 90 90 90 90 //0F095044 - B8 48000000 - mov eax,00000048 // Disable Change Thirst and Hunger on item use //0FAD2554 - 03 45 E8 - add eax,[rbp-18] //0FAD2557 - 89 47 10 - mov [rdi+10],eax //0FAD255A - 48 63 4F 14 - movsxd rcx,dword ptr [rdi+14] aobscan(aob_thiu_e, 03 45 E8 89 47 10 48 63 4F 14) aob_thiu_e+3: db 90 90 90 [DISABLE] aobscan(aob_htot_d, 48 63 47 10 B8 48000000 90 9090 90 89 47 10) aob_htot_d+4: db FF C8 33 C9 3B C1 0F 4C C1 aobscan(aob_thiu_d, 03 45 E8 90 90 90 48 63 4F 14) aob_thiu_d+3: db 89 47 10 </AssemblerScript> </CheatEntry> Small Engine 7 Days To Die</CheatEntries> <UserdefinedSymbols/> </CheatTable> Requested on CE. This affects Hand, Guns, Auger, Tools as well. This affects Zombies in Single Player or when hosting! YOU HAVE BEEN WARNED! This also has a nice advantage over DLL edit. Compatible across multiple version, and the ability to enable/disable without quitting the game. Thus allowing one to be more undetected. ONE HIT DESTROYS BLOCKS (INCLUDING BEDROCK) wrote: Code: <?xml version='1.0' encoding='utf-8'?> <CheatTable CheatEngineTableVersion='16'> <CheatEntries> <CheatEntry> <ID>3</ID> <Description>'7DTDx64 (AOB)Mega Damage - Destroy blocks in single hit - affects Zombies in Single Player or when hosting'</Description> <Color>80000008</Color> <VariableType>Auto Assembler Script</VariableType> <AssemblerScript>[ENABLE] // F2 44 0F5A F8 - cvtsd2ss xmm15,xmm0 // F3 44 0F11 78 1C - movss [rax+1C],xmm15 // 66 0F57 C0 - xorpd xmm0,xmm0 // F2 44 0F5A F8 - cvtsd2ss xmm15,xmm0 // F3 44 0F11 78 20 - movss [rax+20],xmm15 alloc(DamageMultiplierValue,16) alloc(DamageMultiplierCode,128) label(returnDamageM) aobscan(aob_dam_e, F2 44 0F5A F8 F3 44 0F11 78 1C 66 0F57 C0) // Force Damage Multiplier to 999999 // DamageMultiplierValue: db F0 23 74 49 DamageMultiplierCode: movss xmm0,[DamageMultiplierValue] cvtss2sd xmm0,xmm0 cvtsd2ss xmm15,xmm0 jmp returnDamageM //Insert code // aob_dam_e+B: jmp DamageMultiplierCode nop nop nop nop returnDamageM: [DISABLE] aobscan(aob_dam_d, F2 44 0F5A F8 F3 44 0F11 78 1C ?? ???? ?? ?? 90 90 90 90) dealloc(DamageMultiplierValue) dealloc(DamageMultiplierCode) aob_dam_d+B: db 66 0F 57 C0 F2 44 0F 5A F8 </AssemblerScript> </CheatEntry> </CheatEntries> <UserdefinedSymbols/> </CheatTable>
7 Days to Die is a voxel-based survival game at its core, with an alterable world built from textured cubes. Unlike many games that follow this cubic structure, the game has been textured with smoother, natural terrain to hide this backbone. This serves as a platform for an extensive role-playing game, which brings together a comprehensive crafting and construction system with survival mechanics.
7 Days to Die has lost its unique position in the market
The appeal to fans of both titles didn't go unnoticed, after successfully funding its Kickstarter campaign and providing an Alpha version to those who backed it. A few months later, come the end of the year, the game found its stride on Steam's Early Access program.
Unfortunately, this was nearly three years ago. The gaming landscape has changed since mid-2013 and as a result, 7 Days to Die has lost its relevance. Some survival games have released on the Xbox One since, which provide much more refined experiences. As a result of this 7 Days to Die has lost its unique position in the market and while the game still has some redeeming aspects, it fails to part itself from the competition.
Gameplay
7 Days to Die's gameplay revolves around a somewhat natural progression as you discover new resources in the game's world. While there are linear aspects to how your equipment and abilities improve, they seamlessly integrate into the world as a whole.
Upon starting a new world in 7 Days to Die, players are set out to scavenge for new materials and find a shelter for the night. With no protection from the threats of the surrounding world, the game's focus is largely on progression without confronting enemy zombies. These are some of most enjoyable parts of the game, which requires the player to stay conservative in this vulnerable state.
The game's day-night cycle becomes an essential component in planning, as zombies become more powerful once the sun sets. Zombies are tougher and gain the ability to run during the night and when paired with the reduced visibility, can become an overwhelming threat.
After gathering the resources and tools to stand independently, the focus soon shifts towards adventure-based gameplay. When gaining access to powerful weapons, the game's tempo increases simultaneously, which reduces the need for pre-planning and strategy. That said, a careful approach is best in all situations, with zombie hordes able to overthrow the strongest of survivors.
The world lacks the polish to be expected, with bland animations that feel rather static
Following your first few minutes in the wastelands of 7 Days to Die, the game exposes new players to its daunting resource management, skills, and crafting systems. While this appears complex at first, the game's basic crafting mechanics are explained in a short tutorial. Beyond obtaining materials, crafting is rather simple, with no additional steps beyond a click of a few buttons. Despite their overwhelming introduction, the game's crafting systems become less relevant as a player progresses.
The skills system adds further depth to player progression, with set abilities to be accumulated over the course of the game. Spending skill points earned throughout the game let you acquire these new skills, to increase the player's potential in certain areas. These skill points aren't easy to come across, which places more weight on how they're allocated.
Age of empires download free. Kind of a mix of Civilization 2 and Warcraft II, Age of Empires is a real-time strategy classic that has in turn spawned countless imitators. If you've ever.
While the concepts behind 7 Days to Die's mechanics accomplish what they set out to achieve, the game's flawed implementation holds back its potential.
One of the more important qualities of any role-playing title is player immersion, which 7 Days to Die fails to withhold due to its numerous inconsistencies. The world lacks the polish to be expected, with bland animations that feel rather static. This is most noticeable with zombie animations, which feel slow and unresponsive upon receiving damage. When combined with loose movement and animations, combat begins to show the flaws in 7 Days to Die's execution.
Performance
7 Days to Die's console version feels noticeably inferior to its PC counterpart
Evidence of 7 Days to Die's port from the PC to Xbox One isn't discrete, with a lack of optimization for the console. Between hanging frames and poor interface adjustments for controllers, 7 Days to Die's console version feels noticeably inferior to its PC counterpart.
Menu layouts heavily revolve around conventional keyboard and mouse users, including tabbed menus and an on-screen cursor. Between the menu's unresponsive transitions and slow cursor, navigating player inventories can be one of the game's most tedious tasks. This becomes a bigger issue when playing from a distance, with the small faux-cursor prevailing as a major inconvenience. The game's menus are also packed with unnecessary walls of text, which adds to the initial frustration.
Rather than reworking the game's user interface from the ground up, a faster radial menu has been introduced to streamline menu selection. This is a quicker way to access certain tabs of the player menu but only acts as a shortcut to a more complex layout. In many titles, these grievances wouldn't be a prevalent issue, but due to the game's reliance on crafting mechanics, the ultimate experience suffers as a whole.
Conclusion
7 Days to Die successfully brings together two massively popular genres into a single cohesive experience. Due to many inconsistencies and an overall lack of polish for consoles, the game fails to immerse players in the world it offers.
Pros:
Cons:
With a user interface barely optimized for controllers and a release three years after its initial alpha, it feels that consoles are a mere afterthought of the original vision.
This review was conducted on Xbox One using a copy provided by the developer.
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