Seven: The Days Long Gone - Artbook, Guidebook and Map (DLC) - Compare Prices & Find Best Deals

Compare Seven: The Days Long Gone - Artbook, Guidebook and Map (DLC) prices across 50+ stores and find the best deal. Developed by Foo Brew. Published by IMGN.PRO. Released on 12/1/2017. Available on PC. Genres: Action, Single Player, Bird View, Indie, Adventure, RPG.

Three digital extras for one of the stranger isometric RPGs out there: an artbook, a guidebook, and a map of Peh Island. Lore candy, not gameplay content.

Let's be upfront about what this is. No new missions, no extra gear, no expanded story beats. This DLC is a trio of digital documents bundled alongside Seven: The Days Long Gone, a game that throws a possessed master thief named Teriel onto a sprawling prison island where post-apocalyptic sci-fi and Dark Age folklore collide in ways that regularly surprise you. If you already love that world, this pack is a focused, unpretentious way to sit with it longer. If you bounced off the base game, nothing here will change that. The digital artbook is the centrepiece and the strongest reason to consider the pack at all. It collects development work from across the full production cycle, from early sketches through to finished concept paintings covering Peh Island's locations, creature designs, and character studies. Seven's aesthetic is genuinely distinctive, a fusion of cyberpunk architecture and decaying feudal textures, and seeing how Fool's Theory built that visual language in layers is the kind of behind-the-scenes access that worldbuilding nerds will actually use. The map of Peh is a companion piece: a detailed look at the island's seven visa zones and the geography that makes cross-zone infiltration feel like a puzzle worth solving. For a game where navigating terrain without tripping a DNA-locked gate is a real mechanical challenge, having a proper map to study is more than window dressing. The guidebook is the most utilitarian item in the bundle. Seven is not a game that holds your hand. The zone system, the stealth takedown mechanics, the crafting loops, the non-lethal versus lethal approaches to enemy encounters - all of it asks for patience and experimentation. The guidebook acts as a structured primer for players who hit a wall and would rather read a clear explanation than reload a save for the twelfth time. It is not a deep lore document; think of it as a well-organised cheat sheet dressed in the game's art direction. Where the pack earns its keep is as a companion to a second playthrough or a careful first one. Seven rewards players who take the time to understand its world, and these three documents are designed exactly for that kind of reader. The artbook in particular is the sort of thing I would leave open in a second window while exploring Peh, cross-referencing monster designs against whatever just tried to gut me in a dark corridor. That said, none of this is essential. The base game is a complete experience without it, and players who are not already curious about the production history of Seven's strange, ambitious world will get limited mileage here. Monika, Scout Team

Seven: The Days Long Gone - Artbook, Guidebook and Map (DLC)
ActionSingle PlayerBird ViewIndieAdventureRPG

Seven: The Days Long Gone - Artbook, Guidebook and Map (DLC)

Dec 1, 2017Foo BrewIMGN.PRO
GamerScout Says

Three digital extras for one of the stranger isometric RPGs out there: an artbook, a guidebook, and a map of Peh Island. Lore candy, not gameplay content.

PC
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About Seven: The Days Long Gone - Artbook, Guidebook and Map (DLC)

Let's be upfront about what this is. No new missions, no extra gear, no expanded story beats. This DLC is a trio of digital documents bundled alongside Seven: The Days Long Gone, a game that throws a possessed master thief named Teriel onto a sprawling prison island where post-apocalyptic sci-fi and Dark Age folklore collide in ways that regularly surprise you. If you already love that world, this pack is a focused, unpretentious way to sit with it longer. If you bounced off the base game, nothing here will change that. The digital artbook is the centrepiece and the strongest reason to consider the pack at all. It collects development work from across the full production cycle, from early sketches through to finished concept paintings covering Peh Island's locations, creature designs, and character studies. Seven's aesthetic is genuinely distinctive, a fusion of cyberpunk architecture and decaying feudal textures, and seeing how Fool's Theory built that visual language in layers is the kind of behind-the-scenes access that worldbuilding nerds will actually use. The map of Peh is a companion piece: a detailed look at the island's seven visa zones and the geography that makes cross-zone infiltration feel like a puzzle worth solving. For a game where navigating terrain without tripping a DNA-locked gate is a real mechanical challenge, having a proper map to study is more than window dressing. The guidebook is the most utilitarian item in the bundle. Seven is not a game that holds your hand. The zone system, the stealth takedown mechanics, the crafting loops, the non-lethal versus lethal approaches to enemy encounters - all of it asks for patience and experimentation. The guidebook acts as a structured primer for players who hit a wall and would rather read a clear explanation than reload a save for the twelfth time. It is not a deep lore document; think of it as a well-organised cheat sheet dressed in the game's art direction. Where the pack earns its keep is as a companion to a second playthrough or a careful first one. Seven rewards players who take the time to understand its world, and these three documents are designed exactly for that kind of reader. The artbook in particular is the sort of thing I would leave open in a second window while exploring Peh, cross-referencing monster designs against whatever just tried to gut me in a dark corridor. That said, none of this is essential. The base game is a complete experience without it, and players who are not already curious about the production history of Seven's strange, ambitious world will get limited mileage here. Monika, Scout Team

Tags

steamDigital ArtbookLore CompanionConcept ArtGuidebookWorld MapFan ExtraNo Gameplay Content

System Requirements

Minimum

Memory
4 GB RAM
Storage
10 GB
Graphics
GeForce GTX 660 2GB, AMD Radeon 7850 2GB
Processor
Intel Core i5-2400, AMD FX-8320
System requirements
Windows 7 / 8 / 10

Recommended

Memory
8 GB RAM
Storage
10 GB
Graphics
GeForce GTX 970 4GB, AMD Radeon R9 290 4GB
Processor
Intel i7-2600K, AMD FX-8350
System requirements
Windows 7 / 8 / 10

Reviews & Ratings

No ratings available

Game Info

Developer
Foo Brew
Publisher
IMGN.PRO
Release Date
Dec 1, 2017

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