Compare 7 Days Blood Moons prices across 50+ stores and find the best deal. Developed by iLLOGIKA. Published by The Fun Pimps Entertainment LLC. Released on 11/4/2025. Available on PC. Genres: Action, Early Access.

Asymmetric 4v1 with a clever premise and a very troubled launch: fun when it clicks with friends, but community concerns about abandonment and shallow content make this a risky Early Access buy right now.

I went in hoping for a tighter Dead by Daylight-meets-tower-defense loop, and the bones are genuinely interesting. The survivor side plays as a third-person shooter where you're splitting your brain between looting ammo and med kits during the day and then nailing down fortifications, traps, and barricades before the night wave hits. The Zombie Master role is the wilder pitch: you flip between an RTS bird's-eye command view to position spawn tokens and coordinate assault angles, then drop into direct third-person possession of individual zombies - hunters for chasing down retreating survivors, wreckers for punching through reinforced walls, special infected pulled from the 7 Days to Die universe for situational chaos. On paper that range of zombie archetypes unlocked by harvesting human remains is exactly the kind of asymmetric depth the genre needs. Each side also runs separate perk trees, and weapon crafting and upgrades keep survivors busy between nights. The cel-shaded art style looks clean and the destructible voxel environment means base design actually matters: a wall you forgot to reinforce is a wall the Zombie Master will find. Here is where it gets uncomfortable. Steam reviews sit at 41% positive across over 400 reviews, and the complaints are consistent: rubber-banding, hit registration problems, lobby bugs forcing full restarts, and a lack of tutorial at launch that left newcomers completely stranded. The game shipped into Early Access in November 2025 without basic onboarding in place, and community forums have since flagged something worse than a rough launch - multiple players are calling it near-abandonware, with a concurrent player count in the low double digits by mid-2026. If those reports hold, the matchmaking problem becomes structural: you need a fifth person for the Zombie Master seat, and with a microscopic active population, finding a full lobby without a pre-made group is essentially impossible. The AI Zombie Master option exists as a fallback, but community feedback suggests it lacks the adaptive pressure a human opponent brings. The content depth is the other sticking point. Matches run across four nights with escalating horde budget for the Zombie Master, and the day-night rhythm creates real tension when the team is coordinated. But with a limited map pool and a progression system that players have described as shallow and repetitive past the first few sessions, the replayability ceiling arrives fast. Weapon variety for survivors covers scavenged and crafted DIY builds, but there is not enough there yet to sustain the kind of meta experimentation that keeps asymmetric games alive long-term. Balance between the two sides is also flagged as unresolved, with neither role feeling definitively tuned. If you have four friends willing to commit to the same session simultaneously, and at least one of you is happy to run Zombie Master, there are genuine sparks here - the possession mechanic is actually fun to pilot and coordinating a multi-angle assault on a well-built survivor base has the kind of back-and-forth that asymmetric PvP lives on. The problem is everything surrounding that core: population numbers that make solo queuing pointless, technical issues that erode trust, and a development trajectory that is currently unclear. The 7 Days to Die brand carries expectations of long-haul support, and right now this spinoff is not meeting them. Fred, Scout Team

7 Days Blood Moons
ActionEarly Access

7 Days Blood Moons

Nov 4, 2025iLLOGIKAThe Fun Pimps Entertainment LLC
GamerScout Says

Asymmetric 4v1 with a clever premise and a very troubled launch: fun when it clicks with friends, but community concerns about abandonment and shallow content make this a risky Early Access buy right now.

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About 7 Days Blood Moons

I went in hoping for a tighter Dead by Daylight-meets-tower-defense loop, and the bones are genuinely interesting. The survivor side plays as a third-person shooter where you're splitting your brain between looting ammo and med kits during the day and then nailing down fortifications, traps, and barricades before the night wave hits. The Zombie Master role is the wilder pitch: you flip between an RTS bird's-eye command view to position spawn tokens and coordinate assault angles, then drop into direct third-person possession of individual zombies - hunters for chasing down retreating survivors, wreckers for punching through reinforced walls, special infected pulled from the 7 Days to Die universe for situational chaos. On paper that range of zombie archetypes unlocked by harvesting human remains is exactly the kind of asymmetric depth the genre needs. Each side also runs separate perk trees, and weapon crafting and upgrades keep survivors busy between nights. The cel-shaded art style looks clean and the destructible voxel environment means base design actually matters: a wall you forgot to reinforce is a wall the Zombie Master will find. Here is where it gets uncomfortable. Steam reviews sit at 41% positive across over 400 reviews, and the complaints are consistent: rubber-banding, hit registration problems, lobby bugs forcing full restarts, and a lack of tutorial at launch that left newcomers completely stranded. The game shipped into Early Access in November 2025 without basic onboarding in place, and community forums have since flagged something worse than a rough launch - multiple players are calling it near-abandonware, with a concurrent player count in the low double digits by mid-2026. If those reports hold, the matchmaking problem becomes structural: you need a fifth person for the Zombie Master seat, and with a microscopic active population, finding a full lobby without a pre-made group is essentially impossible. The AI Zombie Master option exists as a fallback, but community feedback suggests it lacks the adaptive pressure a human opponent brings. The content depth is the other sticking point. Matches run across four nights with escalating horde budget for the Zombie Master, and the day-night rhythm creates real tension when the team is coordinated. But with a limited map pool and a progression system that players have described as shallow and repetitive past the first few sessions, the replayability ceiling arrives fast. Weapon variety for survivors covers scavenged and crafted DIY builds, but there is not enough there yet to sustain the kind of meta experimentation that keeps asymmetric games alive long-term. Balance between the two sides is also flagged as unresolved, with neither role feeling definitively tuned. If you have four friends willing to commit to the same session simultaneously, and at least one of you is happy to run Zombie Master, there are genuine sparks here - the possession mechanic is actually fun to pilot and coordinating a multi-angle assault on a well-built survivor base has the kind of back-and-forth that asymmetric PvP lives on. The problem is everything surrounding that core: population numbers that make solo queuing pointless, technical issues that erode trust, and a development trajectory that is currently unclear. The 7 Days to Die brand carries expectations of long-haul support, and right now this spinoff is not meeting them. Fred, Scout Team

Tags

singleplayermultiplayerpvponline-pvpcooponline-cooptier:indieAsymmetric PvPZombie MasterBase BuildingHorde DefenseVoxel DestructionPossession MechanicPvE FallbackCel-ShadedEarly Access Risk

System Requirements

Minimum

OS
Windows 7 or higher (64-bit)
Memory
8 GB RAM
DirectX
Version 11
Network
Broadband Internet connection
Storage
25 GB available space
Graphics
2 GB Dedicated Memory
Processor
2.8 Ghz Quad Core CPU
Sound Card
Sound Card: DirectX® Compatible

Recommended

OS
Windows 7 or higher (64-bit)
Memory
12 GB RAM
DirectX
Version 11
Network
Broadband Internet connection
Storage
25 GB available space
Graphics
4 GB Dedicated Memory
Processor
3.2 Ghz Quad Core CPU or faster
Sound Card
Sound Card: DirectX® Compatible

Reviews & Ratings

No ratings available

Game Info

Developer
iLLOGIKA
Publisher
The Fun Pimps Entertainment LLC
Release Date
Nov 4, 2025

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