Compara los precios de 7 Days to Die en tiendas de claves de confianza y encuentra la mejor oferta. Desarrollado por The Fun Pimps. Publicado por The Fun Pimps Entertainment LLC. Lanzado el 25/7/2024. Disponible en PC, Mac, Linux, Xbox. Géneros: Action, Adventure, Indie, RPG, Simulation, Strategy.

Eleven years in early access, one Blood Moon at a time - 7 Days to Die 1.0 finally delivers a survival sandbox with genuine strategic depth, though its rough edges are still part of the package.

I'll be honest: I approached 7 Days to Die 1.0 the way a strategy player approaches any long-in-development sandbox - with a colour-coded checklist of things that needed to work before I could call it a real game. After eleven years of early access, The Fun Pimps finally shipped version 1.0 in July 2024, and what surprised me most was how the core loop rewards the kind of forward-planning mindset that usually only grand strategy scratches. The whole rhythm of the game is a countdown. You have seven in-game days to scavenge points of interest for resources, craft gear, stockpile food and water, level your character across five main attribute trees, and build or reinforce a defensible base. Then the Blood Moon hits. Every seventh night a horde closes in from all directions and it does not stop until dawn. That hard deadline is brilliant design, because it forces prioritisation under uncertainty in a way that genuinely separates efficient players from chaotic ones. The RPG layer underneath the survival loop is denser than it first appears. Skill progression runs through five attributes - with perks gating crafting tiers, weapon proficiency, and physical stats - and version 1.0 reworked trader quest progression so that tier advancement feels earned rather than exploitable. Legendary item crafting was added at the top end, meaning long-term goals now exist for players who make it past day 70. The armor system was rebuilt from nine scattered slots down to four set-based pieces, each full set granting set bonuses, which is a flat improvement for build planning. Over 100 skill books still populate loot containers, rewarding thorough scavenging runs. The world generator now produces cities, biomes including a returned Burnt Forest biome, caves, and over 700 unique points of interest, so a procedurally generated map gives the scavenging loop genuine replayability. Where the game stumbles is equally worth naming. Early combat feels unsatisfying - the opening days are mostly spent in melee range against slow zombies with weapons that lack feedback. It improves substantially once ranged options open up, with nearly 60 zombie archetypes including special infected that behave distinctly, but that early friction will push off players expecting tight shooter mechanics from day one. Technical stability has always been 7 Days to Die's reputation problem, and while version 1.0 is meaningfully more polished than anything in early access, expect occasional physics oddities and the kind of voxel jank that comes with destructible terrain. The game needs capable hardware for a smooth experience, and public multiplayer servers carry the usual open-world survival problems - looted-out maps, cheaters, and restrictive server rules. Private co-op with a small group, or solo, is where the experience actually holds together. For the strategy-adjacent player who wants a survival game with real decision architecture, the value is here. The seven-day horde cycle is a hard scheduling problem with meaningful build trade-offs: do you reinforce the trader town house, dig a pit trap network, or prioritise forging steel before day 14? The mod ecosystem on PC is extensive and well-documented, which matters for long-term engagement. Version 1.2 in December 2024 added full crossplay between PC and consoles, and Version 2.0 - which adds a weather system and biome progression overhaul - was announced for a mid-2025 release, so the development pipeline is still active. This is not a game that respects your time in the way a tight 20-hour action title does, but for players who want to optimise a base layout against a horde timer, it offers hundreds of hours of that specific problem. Diego, Scout Team

7 Days to Die

7 Days to Die

25 jul 2024The Fun PimpsThe Fun Pimps Entertainment LLC
GamerScout opina

Eleven years in early access, one Blood Moon at a time - 7 Days to Die 1.0 finally delivers a survival sandbox with genuine strategic depth, though its rough edges are still part of the package.

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I'll be honest: I approached 7 Days to Die 1.0 the way a strategy player approaches any long-in-development sandbox - with a colour-coded checklist of things that needed to work before I could call it a real game. After eleven years of early access, The Fun Pimps finally shipped version 1.0 in July 2024, and what surprised me most was how the core loop rewards the kind of forward-planning mindset that usually only grand strategy scratches. The whole rhythm of the game is a countdown. You have seven in-game days to scavenge points of interest for resources, craft gear, stockpile food and water, level your character across five main attribute trees, and build or reinforce a defensible base. Then the Blood Moon hits. Every seventh night a horde closes in from all directions and it does not stop until dawn. That hard deadline is brilliant design, because it forces prioritisation under uncertainty in a way that genuinely separates efficient players from chaotic ones. The RPG layer underneath the survival loop is denser than it first appears. Skill progression runs through five attributes - with perks gating crafting tiers, weapon proficiency, and physical stats - and version 1.0 reworked trader quest progression so that tier advancement feels earned rather than exploitable. Legendary item crafting was added at the top end, meaning long-term goals now exist for players who make it past day 70. The armor system was rebuilt from nine scattered slots down to four set-based pieces, each full set granting set bonuses, which is a flat improvement for build planning. Over 100 skill books still populate loot containers, rewarding thorough scavenging runs. The world generator now produces cities, biomes including a returned Burnt Forest biome, caves, and over 700 unique points of interest, so a procedurally generated map gives the scavenging loop genuine replayability. Where the game stumbles is equally worth naming. Early combat feels unsatisfying - the opening days are mostly spent in melee range against slow zombies with weapons that lack feedback. It improves substantially once ranged options open up, with nearly 60 zombie archetypes including special infected that behave distinctly, but that early friction will push off players expecting tight shooter mechanics from day one. Technical stability has always been 7 Days to Die's reputation problem, and while version 1.0 is meaningfully more polished than anything in early access, expect occasional physics oddities and the kind of voxel jank that comes with destructible terrain. The game needs capable hardware for a smooth experience, and public multiplayer servers carry the usual open-world survival problems - looted-out maps, cheaters, and restrictive server rules. Private co-op with a small group, or solo, is where the experience actually holds together. For the strategy-adjacent player who wants a survival game with real decision architecture, the value is here. The seven-day horde cycle is a hard scheduling problem with meaningful build trade-offs: do you reinforce the trader town house, dig a pit trap network, or prioritise forging steel before day 14? The mod ecosystem on PC is extensive and well-documented, which matters for long-term engagement. Version 1.2 in December 2024 added full crossplay between PC and consoles, and Version 2.0 - which adds a weather system and biome progression overhaul - was announced for a mid-2025 release, so the development pipeline is still active. This is not a game that respects your time in the way a tight 20-hour action title does, but for players who want to optimise a base layout against a horde timer, it offers hundreds of hours of that specific problem.

Diego
Diego · Scout Team

Strategy & simulation

Etiquetas

Single-playerMulti-playerPvPOnline PvPLAN PvPCo-opOnline Co-opLAN Co-opCross-Platform MultiplayerSteam AchievementsFull controller supportSteam Trading CardsIncludes level editorRemote Play on TabletRemote Play on TVFamily SharingBlood Moon DefenseHorde Base BuildingVoxel DestructionPerk Tree ProgressionLegendary CraftingPrivate Co-opBiome ProgressionTrader Quest SystemPost-launch Roadmap

Requisitos del sistema

Mínimos

Processor
2.4 Ghz Dual Core CPU
Memory
6 GB RAM
Graphics
1 GB Dedicated Memory
DirectX
Version 10
Network
Broadband Internet connection
Storage
4 GB available space
Sound Card
Sound Car…

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Información del juego

Desarrolladora
The Fun Pimps
Distribuidora
The Fun Pimps Entertainment LLC
Fecha de lanzamiento
25 jul 2024

Modos de juego

singleplayer
multiplayer
coop
online coop
Cooperativo en línea

Idiomas

Subtítulos (14)
EnglishFrenchGermanSpanish - SpainItalianJapanese+8 más

Características

AchievementsController Support

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¿En qué plataformas está disponible 7 Days to Die?

7 Days to Die está disponible en PC, Mac, Linux, Xbox.

¿Cuándo se lanzó 7 Days to Die?

7 Days to Die se lanzó el 25 de julio de 2024.

¿Quién desarrolló 7 Days to Die?

7 Days to Die fue desarrollado por The Fun Pimps y publicado por The Fun Pimps Entertainment LLC.