Ten mods in various states of finished. Click any shot to jump to that bit of the
video and tell me in the comments which one you want first. That's genuinely how
I'll decide what to finish next.
Nearly ready
World Travel & Pocket POIs
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The most game-changing thing I've built, and the closest to release. Call yourself a chopper, and travel to other maps, Instant POIs, with new quest types including Sneak, and per-quest Co-op multiplayer.
Pocket POI: any POI installed with your game, modded ones like the Compopack
included, temporarily injected into an empty corner of your existing map. No loading
screen, short travel time, and the wilderness is put back exactly as it was on the
way out.
Single-quest multiplayer to any POI, even one that isn't in your map. See which
friends are running a pocket POI right now and how far into it they are, then
drop into their quest, even if you're each playing your own separate single-player
world. It uses 7 Days' existing Steam matchmaking, so there's no IP swapping or
port forwarding. You can also visit a friend's actual base, trade with them, or help them with a Blood Moon.
New quest types
- Sneak
- The one I've put the most work into. A proper stealth rework: no trip-wire
spawns, zombies start awake but unaware with dulled senses, and sound is
rebuilt from scratch so walls muffle noise and you can hear where things are.
Take a single hit and the run is over. Finish clean and you get a
stealth-specific reward cache.
- Infested
- Straight fight. Clear every sleeper in the pocket.
- Freak Night
- A forced blood moon at the pocket. Your building materials are confiscated on
the way in; survive on the pre-stocked siege box alone.
- Kid Dynamite
- Double the spawns, and your entire inventory swapped for 100 sticks of
dynamite. You get your gear back afterwards, slot for slot. Big fan of Glock 9's playthrough like this.
- Rocket Man
- Same deal, but it's a rocket launcher and 100 HE rockets.
- Grenadier
- A custom grenade launcher and 100 grenades, lobbed on a two-second fuse.
- Molotov
- 100 molotovs and an overhauled version of SphereII's fire system, optmized and more realistic spreading. Burning zombies
panic, sprint, and come through doors.
1
Swarm
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Gun safes get an alarm, like the police cars but with far more company. Inside
is a guaranteed automatic weapon and ammo to match. Just not quite enough
ammo... Die before you kill the swarm and the special weapon doesn't come back in
your recovered backpack. Early firepower, if you can survive earning it.
2
Pile-up
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World War Z physics. Zombies climb over each other to reach you. Two or three
can't get to your base on stilts. A wandering horde or a blood moon absolutely
can. Time to rethink your bases.
4
Jimmy Dodger
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A new enemy who knows how to move. Attacking him with a gun is mostly a waste of
ammo, he's a lot less nimble when you bring a sledgehammer though.
5
Survivors
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Other survivors out in the apocalypse. Earn their trust through conversation and
supplies and they'll follow you around and take gear upgrades. Be careful though. If you don't keep them happy they might turn on you.
6
The Long Seven Days
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A Long Dark-inspired overhaul, and effectively a new game mode. Snow biome,
story-driven, painfully slow to find tools and very limited in what you can
build without them. Instant death, saves only on exit, and a new random map
every run. How long can you survive? What happened to your family?
7
Tommy Follows
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He's got a keen eye but he's shy. While anyone in your party is looking at him,
he won't move a muscle. He spawns nearby when you start a quest and follows you
in. He can't break blocks, so close doors behind you, and be careful on the way
out: get too close and he kills you in one hit. Almost nothing hurts him.
8
Catacombs
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The sewers and maintenance tunnels the city should already have. It takes the
game's own small underground sections and stitches them into procedural
connected networks. Go deeper and enemies get harder and rewards get better, but die down there and your gear is gone for good. Every exit is a choice.
Proof of concept for now.
9
Semi-Perma Death
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An oxymoron with a point. A Resident Evil save system: you can only save at the
trader, only so often, and it costs money. Die and you can't just jog back to
your backpack, you lose a real chunk of progress. Multiplayer gets a revive
mode, so it's only over when all of you are down at once.
10
The Tyrant
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Last and, I'm sorry to say, least. He currently runs and fights like a complete
muppet. Where I want him: an invincible antagonist you occasionally hear
stomping around a POI looking for you, and things you can hide inside while he
does. Outlast or Alien Isolation, in 7 Days.