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* WeakenedByTheLight: 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. [[OhCrap 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.
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* IKEAWeaponry: 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.
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* ContinuingIsPainful: Invoked and Averted. You lose everything you have equipped in your tool-belt (the 1-9 key-slots), but keep everything in your inventory. As of now, the game's respawning depends on the spawn point (a bed or a sleeping bag), but it seems to randomly select which one has the highest priority.
* DeathIsASlapOnTheWrist: Dying near your base, with a spawn point (a bed) in it, is basically this. You just have to recover what you dropped.

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* ContinuingIsPainful: Invoked and Averted. You lose everything you have equipped in your tool-belt (the 1-9 1-0 top key-slots), but keep everything in your inventory. As of now, the game's Your respawning depends on the spawn point (a whether or not you placed a bed or a sleeping bag), but it seems to randomly select which one has bag. If you did, you spawn right back at the highest priority.
bag/bed. Placing a new bed/bag down deletes the previous bed.
* DeathIsASlapOnTheWrist: Dying near Depending on where you died, how far it is away from your base, with a spawn respawn point (a bed) in it, is basically this. You just have to recover what and how much you dropped.dropped, can be this.



* FetchQuest: 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.
* GunsAreWorthless: 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 clips, and it's possible to walk around with a good amount of guns but no ammo for them. 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.

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* FetchQuest: 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.
added, even NPCs.
* GunsAreWorthless: 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 clips, bullets/shells, and it's possible to walk around with a good amount of guns but no ammo for them.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.
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* JustAddWater: A few craftables seem to live on this. Want a camp fire? A piece of paper and a tree trunk is good enough.

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* JustAddWater: A few craftables seem Played straight prior to live on this. Want Alpha 6. Campfires needed just a camp fire? A piece log of paper wood and a tree trunk is good enough.paper. [[SubvertedTrope Now it requires more than that.]]



* OneBulletClips: Averted to a ridiculious degree. Every gun is loaded with a full "clip", which is quite understandable. Reloading a pistol requires a pistol magazine. On the other hand, reloading a shotgun empties it for its remaining shells and refills it again with new shells. Atleast the hunting rifle makes sense.

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* OneBulletClips: Averted Previously averted. Due to a ridiculious degree. Every gun Alpha 6, ammo is loaded with a full "clip", which is quite understandable. Reloading a pistol requires a pistol magazine. On the other hand, reloading a now counted in bullets as opposed to clips. This means that shotgun empties it for its remaining shells ammo is rather rare now, and refills it again with new shells. Atleast the hunting rifle makes sense.pistol ammo, aswell as SMG ammo, is pretty frequent. Rifle ammo seems to be stuck somewhere between rare and frequent.



* PowerEqualsRarity: Pistols are pretty frequent, Sawed-Off Shotguns and [=SMGs=] are somewhat frequent, whereas normal Shotguns and Hunting Rifles are bordering on uncommon and rare, while Sniper Rifles, Chainsaws and Rocket Launchers are really rare.
* SimpleYetAwesome: 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 or two hits.

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* PowerEqualsRarity: Pistols are pretty frequent, Sawed-Off Pistols, Shotguns (short and [=SMGs=] are somewhat frequent, whereas normal Shotguns long), SMGs and Hunting Rifles are bordering on uncommon and rare, while common. Sniper Rifles, Chainsaws Rifles and Rocket Launchers are really rare.
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.
* SimpleYetAwesome: 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 or two hits.hit.



* VendorTrash: Averted. Scrap Metal, Candy Cans, and Pop-Caps seem worthless, but they aren't. Every item you find can be crafted into something, if not used. In case of Scrap Metal, it can be used to make Iron Ingots, which is used for weapons and equipment.

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* VendorTrash: Averted. Scrap Metal, Candy Iron Scrap, Lead Scrap, Tin Cans, Pop-Caps, Lead Motors and Pop-Caps such, seem worthless, but they aren't. Every item you find can be crafted into something, if not used. In case of Scrap Metal, Iron Scrap, it can be used to make forged into Iron Ingots, which is used for weapons and equipment.equipment. Played straight with Brass Scrap. There's no implemented use for it



* YouAllLookFamiliar: There's 3 female zombie models (a nurse, a cheerleader, and one in a dress), aswell as a limited number of male zombie models. All the fat ones are the same hawaii-shirt-clad fatty, same for the acid-puking-cop. For the player characters, there's two different skins for both the male and the female character.
* YourDaysAreNumbered: The feel that the title is aiming for. So far, everything in the game is 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.

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* YouAllLookFamiliar: There's 3 female The zombie models (a nurse, a cheerleader, and one in a dress), aswell as a limited number of male zombie models. All the fat ones are the same hawaii-shirt-clad fatty, same for the acid-puking-cop. For pretty few, but the player characters, there's character models have an even smaller selection: There's only two different skins for both the male and the female character.
player choices and they both look the same aside from the color of their clothes.
* YourDaysAreNumbered: 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.

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The game is currently in Alpha 6, 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.

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The game is currently in Alpha 6, increasing map size, adding a snow biome, advanced crafting mechanics, military checkpoints with loot, and three new zombies.

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.

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The game is, of current, in Alpha 5, and is about to enter Alpha 6. The game have been planned to become "Golden" by May 2014, but it seems that the date may have to be pushed back.

The game is made by The Fun Pimps, and was financed through Kickstarter. You can buy it through the game's website or through Steam Early Access.

to:

The game is, of current, in Alpha 5, and is about to enter Alpha 6. The game have been planned to become "Golden" by May 2014, but it seems that the date may have to be pushed back.

The game is made currently in Alpha 6, 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.
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The game is, of current, in Alpha 5, and is about to enter Alpha 6. The game have been planned to become "Golden" by May 2014, but it seems that the date may have to be pushed back.
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* ParanoiaFuel: Depending on your location in a biome, you may hear voices. The voices range from telling you to ''commit suicide'' and ''murdering other people''.
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* AwesomeButImpractical/CoolButInefficient: 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, but it can destroy loot-containers.


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* SimpleYetAwesome: 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 or two hits.
** AwesomeYetPractical: 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.
** BoringButPractical: 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.
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* EndlessGame: The current state of the game. Albeit most things are finite, it doesn't stop you from respawning upon death, even if you starve.
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** [[AllThereInTheManual All There In The Wiki]]: The recipe system is still pretty lacking, 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.
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* NoPlotNoProblem: 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, [[RuleOfFun is really fun, even when there's no purpose to it]].
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VideoGame/SevenDaysToDie (stylized as "7 Days To Die") is a "Wide Open" Sandbox game with elements of Survival Horror and a Creation/Crafting system. With a dose of zombies. {{Minecraft}} meets {{Fallout3}} meets VideoGame/DontStarve, so to say.

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VideoGame/SevenDaysToDie (stylized as "7 Days To Die") is a "Wide Open" Sandbox game with elements of Survival Horror and "Survival Horror" with a Creation/Crafting "Creation/Crafting" system. With a dose of zombies. {{Minecraft}} meets {{Fallout3}} [[{{Fallout3}} Fallout 3]] meets VideoGame/DontStarve, VideoGame/DontStarve and/or ProjectZomboid, so to say.
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* SurvivalHorror: 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.
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* InventoryManagementPuzzle: 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.



* YourDaysAreNumbered: The feel that the title is aiming for. So far, everything in the game is 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.

to:

* YourDaysAreNumbered: The feel that the title is aiming for. So far, everything in the game is 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.
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* HyperactiveMetabolism: 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.
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* PowerEqualsRarity: Pistols are pretty frequent, Sawed-Off Shotguns and [=SMGs=] are somewhat frequent, whereas normal Shotguns and Hunting Rifles are bordering on uncommon and rare, while Sniper Rifles and Rocket Launchers are really rare.

to:

* PowerEqualsRarity: Pistols are pretty frequent, Sawed-Off Shotguns and [=SMGs=] are somewhat frequent, whereas normal Shotguns and Hunting Rifles are bordering on uncommon and rare, while Sniper Rifles Rifles, Chainsaws and Rocket Launchers are really rare.
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* YouAllLookFamiliar: There's 3 female zombie models (a nurse, a cheerleader, and one in a dress), aswell as a limited number of male zombie models. All the fat ones are the same hawaii-shirt-clad fatty, same for the acid-puking-cop. For the player characters, there's two different skins for both the male and the female character.

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* OneBulletClips: Averted to a ridiculious degree. Every gun is loaded with a full "clip", which is quite understandable. Reloading a pistol requires a pistol magazine. On the other hand, reloading a shotgun empties it for its remaining shells and refills it again with new shells. Atleast the hunting rifle makes sense.

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* OneBulletClips: Averted to a ridiculious degree. Every gun is loaded with a full "clip", which is quite understandable. Reloading a pistol requires a pistol magazine. On the other hand, reloading a shotgun empties it for its remaining shells and refills it again with new shells. Atleast the hunting rifle makes sense. sense.
* PowerEqualsRarity: Pistols are pretty frequent, Sawed-Off Shotguns and [=SMGs=] are somewhat frequent, whereas normal Shotguns and Hunting Rifles are bordering on uncommon and rare, while Sniper Rifles and Rocket Launchers are really rare.
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* MoneySpider: 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 VendorTrash.


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* VendorTrash: Averted. Scrap Metal, Candy Cans, and Pop-Caps seem worthless, but they aren't. Every item you find can be crafted into something, if not used. In case of Scrap Metal, it can be used to make Iron Ingots, which is used for weapons and equipment.
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* LawOfCartographicalElegance: Everything outside of the map of Navezgane is a nuclear wasteland.
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* WizardNeedsFoodBadly: 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.
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* ItemCrafting: The only way you're going to survive. Much like Minecraft, you have to memorize the recipes for serveral things, but a recipe system have been added to assist you in making things with the items you currently have.
* JustAddWater: A few craftables seem to live on this. Want a camp fire? A piece of paper and a tree trunk is good enough.
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* InexplicableTreasureChests: 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.

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* GunsAreWorthless: 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 clips, and it's possible to walk around with a good amount of guns but no ammo for them. 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.

to:

* GunsAreWorthless: 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 clips, and it's possible to walk around with a good amount of guns but no ammo for them. 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. ammo.
* OneBulletClips: Averted to a ridiculious degree. Every gun is loaded with a full "clip", which is quite understandable. Reloading a pistol requires a pistol magazine. On the other hand, reloading a shotgun empties it for its remaining shells and refills it again with new shells. Atleast the hunting rifle makes sense.
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Added DiffLines:

* GunsAreWorthless: 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 clips, and it's possible to walk around with a good amount of guns but no ammo for them. 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.
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Added DiffLines:

* FetchQuest: 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.
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None

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* ContinuingIsPainful: Invoked and Averted. You lose everything you have equipped in your tool-belt (the 1-9 key-slots), but keep everything in your inventory. As of now, the game's respawning depends on the spawn point (a bed or a sleeping bag), but it seems to randomly select which one has the highest priority.
* DeathIsASlapOnTheWrist: Dying near your base, with a spawn point (a bed) in it, is basically this. You just have to recover what you dropped.
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* AllThereInTheManual: All the story that's available, as of now, can be found on the game's website, detailing various things.
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VideoGame/SevenDaysToDie (stylized as "7 Days To Die") is a "Wide Open" Sandbox game with elements of Survival Horror and a Creation/Crafting system. With a dose of zombies. {{Minecraft}} meets {{Fallout3}} meets VideoGame/DontStarve, 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 made 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:
* AfterTheEnd: All we know is that the game takes place after a Third World War and that Navezgane is one of the last places on Earth that's still intact.
* TheEndOfTheWorldAsWeKnowIt: 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.
* WordOfGod: Most of what's available, information-wise, is that the game takes place AfterTheEnd, there's been a Third World War and that Navezgane is still somehow intact after all of this. [[AllThereInTheManual And that's on the game's website]].
* YourDaysAreNumbered: The feel that the title is aiming for. So far, everything in the game is 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.

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