7 Days to Die

aka: 7 Days to Die (Console Edition)
Moby ID: 89048

Ad Blurbs

Steam [ add images ]

From the Steam store page.

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Xbox.com [ add images ]

From Xbox.com.

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Kickstarter [ add images ]

From the official Kickstarter page (retrieved July 2023).

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Kickstarter Reward Option

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Promotional Cover Art

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Promotional Cover Art

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Kickstarter Stretch Goals Banner

Official development blog, 2014-2019 [ add images ]

From Joel Huenink's 7 Days to Die development blog (retrieved July 2023).

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"Screenshot of our new smooth terrain. This is just a conversion of our old height map, once the editing tools are done we will be able to sculpt much nicer looking terrain." (April 25, 2014)

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"This shot shows the progression of wood homes from a wood frame to boarded up, reinforced and shingled, to metal reinforced and windows fully boarded over." (April 28, 2014)

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"We have lens flares in the game now. I’m still working on the texture and size of it, but thought it was looking cool enough to show a sneak preview..." (May 4, 2014)

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"Here is where we are taking the world by around alpha 8.5. The playable space will be 16 square kilometers instead of around 9. We hope to also introduce some small radiated areas where better loot is obtained..." (May 11, 2014)

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"Here are the new upcoming player models that can remove or add clothes and armor and be fully customized." (May 13, 2014)

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"Here are the new upcoming player models that can remove or add clothes and armor and be fully customized." (May 13, 2014)

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"Ryan is working hard on the new belt for the hud. Looking pretty spiffy to me." (May 13, 2014)

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"We added tree farming to the game!" (May 15, 2014)

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"New sun textures & fx!" (May 16, 2014)

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"I’ve been working on the cobblestone and metal door upgrade path." (May 17, 2014)

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"This is isn’t the final version of mining, but I think it will do until we can do mining how we want. Ultimately we want to use perlin worms which create a network of small gravel tunnels something like this." (May 19, 2014)

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"The last stand. Last night we were playing with new feral aggression (horde mode’s successor) and the zombies got into our base. Joe ran to the lookout tower and I went to the oh shit room." (May 20, 2014)

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"Here is a randomly generated world with roads. Not coming in the next release here today or tomorrow but hopefully pretty soon. It’s really taking shape :)" (May 20, 2014)

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"We testing all night long. Was preparing for a horde in the new feral aggression setting and the sunset was just gorgeous so I had to grab a screen." (May 21, 2014)

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"I’ve been working on TNT balancing and I feel like it’s pretty good now. For one, its useful again for mining. But one of my bigger goals was to make it impossible to destroy the dirt and stone out below someone’s house..." (June 6, 2014)

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"Here’s the new sniper rifle high poly model we’re working on." (June 18, 2014)

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"Here’s the new sniper rifle high poly model we’re working on." (June 18, 2014)

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"Here’s a hotel I’ve been working on for the new city we are doing. It still needs the interior and some parking lot, etc but it’s coming along nicely." (June 18, 2014)

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"Added upgradable trunks and trunk tips. The upgraded trunk tips do more damage respectively." (July 4, 2014)

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"I know a few people were disappointed in the 8.7 release but I assured them there are some huge cool things that aren’t quite ready for release that we have been working on. [...] Here are some screens of random generation [...]" (July 10, 2014)

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"I know a few people were disappointed in the 8.7 release but I assured them there are some huge cool things that aren’t quite ready for release that we have been working on. [...] Here are some screens of random generation [...]" (July 10, 2014)

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"I know a few people were disappointed in the 8.7 release but I assured them there are some huge cool things that aren’t quite ready for release that we have been working on. [...] Here are some screens of random generation [...]" (July 10, 2014)

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"[...] Anyhow we found a few bugs but the first version looks very promising. We will get it to you guys as soon as possible. It feels like a whole new game. It really was a blast. Reminded me a bit of minecraft actually [...]" (July 11, 2014)

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"Well we had another good night of playing with the random gen. Spent some time being lost but the sight seeing was worth it." (July 12, 2014)

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"Well we had another good night of playing with the random gen. Spent some time being lost but the sight seeing was worth it." (July 12, 2014)

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"Well we had another good night of playing with the random gen. Spent some time being lost but the sight seeing was worth it." (July 12, 2014)

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"Some more random gen shots. You’ll notice in the last one a broken leg icon. They are nasty. Their effects can be reduced by crafting a splint but nothing but time will get rid of them forever." (July 14, 2014)

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"Some more random gen shots. You’ll notice in the last one a broken leg icon. They are nasty. Their effects can be reduced by crafting a splint but nothing but time will get rid of them forever." (July 14, 2014)

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"Some more random gen shots. You’ll notice in the last one a broken leg icon. They are nasty. Their effects can be reduced by crafting a splint but nothing but time will get rid of them forever." (July 14, 2014)

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"Some more random gen shots. You’ll notice in the last one a broken leg icon. They are nasty. Their effects can be reduced by crafting a splint but nothing but time will get rid of them forever." (July 14, 2014)

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"Robert got rivers into random gen and they turned out really cool. Unlike the water in Navezgane they have decorations and are deep. I redid the default sky sun and fog specturms..." (July 15, 2014)

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"We’re wrapping up Alpha 9 but also we are working on Alpha 10. Alpha 10 will have character customization and the first round of new mocap animations for zombies. Here is the new scrap metal armor the player can craft." (July 30, 2014)

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"Here are some shots of a random wasteland hub. Each random world has a wasteland city centered in it with random buildings, decorations and then we surround it with other random biomes that might have small points of interest in them." (July 30, 2014)

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"Here are some shots of a random wasteland hub. Each random world has a wasteland city centered in it with random buildings, decorations and then we surround it with other random biomes that might have small points of interest in them." (July 30, 2014)

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"Here are some shots of a random wasteland hub. Each random world has a wasteland city centered in it with random buildings, decorations and then we surround it with other random biomes that might have small points of interest in them." (July 30, 2014)

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"Here is a sneak peak of the new dynamic map generation and a look at how vast cities can be. Who says TFP doesn’t listen to their fans? Yes multiple cities are possible in a random world too, not just the one..." (August 1, 2014)

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"I’ll be honest, it used to be some work to take a good looking screenshot back in the early development of this game. Now they just fall into my lap every game [...]" (August 1, 2014)

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"I’ll be honest, it used to be some work to take a good looking screenshot back in the early development of this game. Now they just fall into my lap every game [...]" (August 1, 2014)

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"I’ll be honest, it used to be some work to take a good looking screenshot back in the early development of this game. Now they just fall into my lap every game [...]" (August 1, 2014)

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"I’ll be honest, it used to be some work to take a good looking screenshot back in the early development of this game. Now they just fall into my lap every game [...]" (August 1, 2014)

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"Robert and I added road lines to straight roads in random gen. I made a new cloud texture and tweaked the wasteland spectrum colors. It varies a lot based on what time of day it is." (August 4, 2014)

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"Robert and I added road lines to straight roads in random gen. I made a new cloud texture and tweaked the wasteland spectrum colors. It varies a lot based on what time of day it is." (August 4, 2014)

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"Robert and I added road lines to straight roads in random gen. I made a new cloud texture and tweaked the wasteland spectrum colors. It varies a lot based on what time of day it is." (August 4, 2014)

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"Upgradable scrap metal forts are in!" (August 6, 2014)

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"Upgradable scrap metal forts are in!" (August 6, 2014)

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"I’m not trying to pimp the game here at all…just an honest account of my play through last night. But with random world generation and all the new changes I had the most fun ever last night playing what felt like a new game." (August 7, 2014)

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"Some shots showing the snow biome. We also now have soft shadows on the sun which look a lot smoother and natural, and I tweaked the winter spectrums to be a bit less foggy during the day and a little brighter sun at midday." (August 8, 2014)

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"Some shots showing the snow biome. We also now have soft shadows on the sun which look a lot smoother and natural, and I tweaked the winter spectrums to be a bit less foggy during the day and a little brighter sun at midday." (August 8, 2014)

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"Some shots showing the snow biome. We also now have soft shadows on the sun which look a lot smoother and natural, and I tweaked the winter spectrums to be a bit less foggy during the day and a little brighter sun at midday." (August 8, 2014)

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"Some shots showing the snow biome. We also now have soft shadows on the sun which look a lot smoother and natural, and I tweaked the winter spectrums to be a bit less foggy during the day and a little brighter sun at midday." (August 8, 2014)

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"Playtested until day 5. Day 7 a super horde is coming… I hope we make it :) We stayed at that cabin on the first night. It was really cool just stumbling into it." (August 12, 2014)

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"Playtested until day 5. Day 7 a super horde is coming… I hope we make it :) We stayed at that cabin on the first night. It was really cool just stumbling into it." (August 12, 2014)

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"Playtested until day 5. Day 7 a super horde is coming… I hope we make it :) We stayed at that cabin on the first night. It was really cool just stumbling into it." (August 12, 2014)

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"Playtested until day 5. Day 7 a super horde is coming… I hope we make it :) We stayed at that cabin on the first night. It was really cool just stumbling into it." (August 12, 2014)

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"Ridges and lakes. Robert continues to impress and added ridges and larger lakes to the world, and increased the size of each biome a bit, it’s truly vast and impressive to me." (August 12, 2014)

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"Ridges and lakes. Robert continues to impress and added ridges and larger lakes to the world, and increased the size of each biome a bit, it’s truly vast and impressive to me." (August 12, 2014)

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"Ridges and lakes. Robert continues to impress and added ridges and larger lakes to the world, and increased the size of each biome a bit, it’s truly vast and impressive to me." (August 12, 2014)

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"Ridges and lakes. Robert continues to impress and added ridges and larger lakes to the world, and increased the size of each biome a bit, it’s truly vast and impressive to me." (August 12, 2014)

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"Well Alpha 9 is a huge success, but our work is never done. Check out my new badass claw hammer which can upgrade a block with two hits. It’s not too bad for killing zombies either." (August 20, 2014)

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"I’ve been working on farming this week. You no longer have to plant crops near water for them to grow and they now grow at a consistent speed. Also welcome our newest plant, a coffee bean plant." (August 28, 2014)

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"So TFP continues to work hard on the 9.2 patch despite it being labor day, but you could say its a labor of love for us so it’s not really work if you love what you do, which we do so much." (September 2, 2014)

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"So TFP continues to work hard on the 9.2 patch despite it being labor day, but you could say its a labor of love for us so it’s not really work if you love what you do, which we do so much." (September 2, 2014)

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"New grasslands biome. Well as we strive to make the game appear more like its set in Arizona we’ve replaced the old plains with a new grasslands biome. Now it has its own look and feel rather than being a forest biome with no trees." (September 3, 2014)

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"Testing went pretty good tonight, and we survived the day 7 night horde. You can see our base in the second picture which was located in the new grasslands biome." (September 4, 2014)

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"Testing went pretty good tonight, and we survived the day 7 night horde. You can see our base in the second picture which was located in the new grasslands biome." (September 4, 2014)

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"Testing went pretty good tonight, and we survived the day 7 night horde. You can see our base in the second picture which was located in the new grasslands biome." (September 4, 2014)

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"Well its been a tough week but we’re pushing through it. New tech equals new headaches and challenges but we’re slowly overcoming everything. Here is a first sneak peak of cloth armor and leather boots and the new characters." (September 20, 2014)

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"Here is the new forest sky sun and fog I just finished. What a long day." (September 23, 2014)

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"Here is the new forest sky sun and fog I just finished. What a long day." (September 23, 2014)

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"New doors! Here is a preview of the new doors we’re working on. They are fully upgradable and breakable like the old ones but instead of a crack texture they show real 3d damage." (September 26, 2014)

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"Here are some more new player screenshots. This is rag/cloth armor over nude base, and two shots of our version of a nude female. [...]" (October 6, 2014)

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"Here are some more new player screenshots. This is rag/cloth armor over nude base, and two shots of our version of a nude female. [...]" (October 6, 2014)

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"Here are some more new player screenshots. This is rag/cloth armor over nude base, and two shots of our version of a nude female. [...]" (October 6, 2014)

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"Here’s a render of the new blunderbuss, a short ranged weapon that packs a big punch and uses small rocks and gunpowder for ammo." (October 10, 2014)

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"Massive Farming Overhaul! So just one of the little things we’ve been working on here and there is finally come together and it’s turned out pretty nice! The hoe now raises dirt and makes the dirt it raises fertile [...]" (October 15, 2014)

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"Here’s our new female model wearing a white tank top, denim jacked, denim jeans and leather shoes, with leather armor bracers equipped." (October 17, 2014)

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"Here’s our new female model wearing a white tank top, denim jacked, denim jeans and leather shoes, with leather armor bracers equipped." (October 17, 2014)

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"Here’s our new female model wearing a white tank top, denim jacked, denim jeans and leather shoes, with leather armor bracers equipped." (October 17, 2014)

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"Things are coming together with the new character system. Here I am wearing a cowboy hat, bandana, goggles, denim jacket, NO SHIRT, and denim jeans." (October 23, 2014)

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"Well the new doors looked so good we felt like we needed to update the windows too. We added lots of new broken glass windows to the game, mini blinds, new window plywoods and other makeshift post apocalypse looking window coverings." (October 27, 2014)

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"Well the new doors looked so good we felt like we needed to update the windows too. We added lots of new broken glass windows to the game, mini blinds, new window plywoods and other makeshift post apocalypse looking window coverings." (October 27, 2014)

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"Well the new doors looked so good we felt like we needed to update the windows too. We added lots of new broken glass windows to the game, mini blinds, new window plywoods and other makeshift post apocalypse looking window coverings." (October 27, 2014)

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"Well the new doors looked so good we felt like we needed to update the windows too. We added lots of new broken glass windows to the game, mini blinds, new window plywoods and other makeshift post apocalypse looking window coverings." (October 27, 2014)

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"Well the new doors looked so good we felt like we needed to update the windows too. We added lots of new broken glass windows to the game, mini blinds, new window plywoods and other makeshift post apocalypse looking window coverings." (October 27, 2014)

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"Robert just sent me this screenshot, showing the first backpack in the game :)" (October 28, 2014)

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"Here are some shots of the iron armor and various accessories. We’re working on some flannel and plaid long sleeve shirts." (October 30, 2014)

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"Here are some shots of the iron armor and various accessories. We’re working on some flannel and plaid long sleeve shirts." (October 30, 2014)

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"Here are some shots of the iron armor and various accessories. We’re working on some flannel and plaid long sleeve shirts." (October 30, 2014)

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"Here are some shots of the iron armor and various accessories. We’re working on some flannel and plaid long sleeve shirts." (October 30, 2014)

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"It’s always nice when you can fulfill a fan’s request. We’ve been planning some more advanced storage containers, but we had these laying around from the old horde mode so I added them as craftable containers [...]" (November 2, 2014)

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"Here’s the male player! Currently bald but we have some hair coming. You’ll be able to make him fat or muscular also." (November 4, 2014)

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"Here’s the male player! Currently bald but we have some hair coming. You’ll be able to make him fat or muscular also." (November 4, 2014)

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"For Alpha 10 we have added the ability to light zombies on fire with your torch. Ryan did an amazing job on the flame effect and it has some heat distortion too." (November 6, 2014)

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"Signs of the apocalypse. Well we’ve started working on some signs for the game to make it feel a little more like a real world. Here you can see a gun store, which will have drum roll….. guns!" (November 7, 2014)

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"New fire effects. Wow all I can say is I never really expected the game to look this good. The new character system and fire, and shaders are taking things to a whole new level once again." (November 11, 2014)

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"New fire effects. Wow all I can say is I never really expected the game to look this good. The new character system and fire, and shaders are taking things to a whole new level once again." (November 11, 2014)

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"The best thing about all these new clothing pieces is they were essentially free to add (no texture, mesh or ram increases). Our new character system allows for coloring with a simple HTML color and boom, new outfit." (November 25, 2014)

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"With Alpha 10.2 out of the way we’re working on an Alpha 10.5 targeted before Christmas sometime. It will include more new stores, such as the new pop n pills pharmacy shown above." (December 4, 2014)

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"With Alpha 10.2 out of the way we’re working on an Alpha 10.5 targeted before Christmas sometime. It will include more new stores, such as the new pop n pills pharmacy shown above." (December 4, 2014)

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"Here’s some test characters I made tonight using new skin colors, hairs and stuff. A lot more is possible these are just a few examples." (December 5, 2014)

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"Here’s some test characters I made tonight using new skin colors, hairs and stuff. A lot more is possible these are just a few examples." (December 5, 2014)

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"Here’s some test characters I made tonight using new skin colors, hairs and stuff. A lot more is possible these are just a few examples." (December 5, 2014)

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"Here’s some test characters I made tonight using new skin colors, hairs and stuff. A lot more is possible these are just a few examples." (December 5, 2014)

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"Concrete is fixed up, we have new candles you can craft from tallow and mount them on walls like torches and you can now get drunk if you can find some beer. But beware of the hangover!" (December 8, 2014)

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"Concrete is fixed up, we have new candles you can craft from tallow and mount them on walls like torches and you can now get drunk if you can find some beer. But beware of the hangover!" (December 8, 2014)

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"Well we’re back at it planning out Alpha 11. In between things I made sod blocks you can craft out of dirt and grass for a quick first house. They are twice as hard as dirt but nothing you want to call home for too long." (January 3, 2015)

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"Well we’re back at it planning out Alpha 11. In between things I made sod blocks you can craft out of dirt and grass for a quick first house. They are twice as hard as dirt but nothing you want to call home for too long." (January 3, 2015)

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"Well we’re back at it planning out Alpha 11. In between things I made sod blocks you can craft out of dirt and grass for a quick first house. They are twice as hard as dirt but nothing you want to call home for too long." (January 3, 2015)

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"Well today I decided to thicken the grass up so I added more grass strands to the grass textures. I then liked how much better the forests were looking and replaced the chrysanthemum texture [...]" (January 5, 2015)

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"Well today I decided to thicken the grass up so I added more grass strands to the grass textures. I then liked how much better the forests were looking and replaced the chrysanthemum texture [...]" (January 5, 2015)

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"Well today I decided to thicken the grass up so I added more grass strands to the grass textures. I then liked how much better the forests were looking and replaced the chrysanthemum texture [...]" (January 5, 2015)

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"Well today I decided to thicken the grass up so I added more grass strands to the grass textures. I then liked how much better the forests were looking and replaced the chrysanthemum texture [...]" (January 5, 2015)

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"Well today I decided to thicken the grass up so I added more grass strands to the grass textures. I then liked how much better the forests were looking and replaced the chrysanthemum texture [...]" (January 5, 2015)

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"Footprints on snow roads. It always bothered me the roads in snow biomes were asphalt like everywhere else. It’s a zombie apocalypse who plowed them?" (January 14, 2015)

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"Perlin Roads! Robert has been working on some random gen improvements and this is a work in progress shot showing roads on hills. More to come soon!" (January 17, 2015)

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"Block shapes! Well instead of programmed block shapes with coded in uv coordinates we now support fbx block shapes. What this does is allow us artists to make our own blocks." (January 22, 2015)

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"Evaluating Unity 5 to see how much work it will be to get it working, so we tried out some speedtrees, I was running 2560 resolution and getting 60-80 fps with everything maxed, and these trees have 5-10x the polygons our old ones do." (February 3, 2015)

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"Feral Zombies! This is the first of our zombie overhaul. With upcoming performance optimizations we have the overhead to improve some visuals so we are going to redo all the zombies and this nasty feral you do not want to run into!" (February 7, 2015)

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"Feral Zombies! This is the first of our zombie overhaul. With upcoming performance optimizations we have the overhead to improve some visuals so we are going to redo all the zombies and this nasty feral you do not want to run into!" (February 7, 2015)

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"I’m just getting my feet wet with the speed tree tree editor so these trees are not final by any means and our specular component isn’t even working yet, but I’m really impressed with how well they LOD and billboard." (February 11, 2015)

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"I have the trees looking pretty good in the snow biome :) During runtime it’s nearly impossible to see any LOD or switching to billboards, its very smooth. We’re loving it." (February 13, 2015)

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"Here is a wasteland building, I got most of the textures on it upgraded to work with unity 5 today. We have ambient occlusion now on every texture [...]" (February 18, 2015)

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"With the new physical based lighting you can see the shotgun barrel reflecting the sky, trees and even the ground below it. It looks great moving around in the game and adds much immersion." (February 19, 2015)

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"With the new physical based lighting you can see the shotgun barrel reflecting the sky, trees and even the ground below it. It looks great moving around in the game and adds much immersion." (February 19, 2015)

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"Some people wanted to know if there were any new prefabs coming. I forgot I made this luxury cabin and Rick made the variant of it on the right in the second image with the green roof." (February 20, 2015)

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"Some people wanted to know if there were any new prefabs coming. I forgot I made this luxury cabin and Rick made the variant of it on the right in the second image with the green roof." (February 20, 2015)

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"Things continue to shape up with our Unity 5 upgrade. I got the new cacti in tonight and they have lots of little needles (up close) and look pretty sweet. I gave the desert a bit of a color overhaul [...]" (February 26, 2015)

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"Things continue to shape up with our Unity 5 upgrade. I got the new cacti in tonight and they have lots of little needles (up close) and look pretty sweet. I gave the desert a bit of a color overhaul [...]" (February 26, 2015)

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"We’re making progress. We’re still tuning in the new graphics capabilities of Unity 5 but it is really starting to look good. I mean great. No I mean f***ing fabulous. I know I’ve said it a few times but wow. Just WOW." (March 3, 2015)

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"We’re making progress. We’re still tuning in the new graphics capabilities of Unity 5 but it is really starting to look good. I mean great. No I mean f***ing fabulous. I know I’ve said it a few times but wow. Just WOW." (March 3, 2015)

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"To bow or not to bow? To bow I say! Ok all the late nights and long hours has me a little crazy but whats not to like? [...] And the wooden bow is finally in!" (March 4, 2015)

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"We hired a couple of new programmers to focus on graphics and its paying off big time! [...] Shown here is the new tone curve, AO and polarization all working nicely." (March 5, 2015)

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"We hired a couple of new programmers to focus on graphics and its paying off big time! [...] Shown here is the new tone curve, AO and polarization all working nicely." (March 5, 2015)

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"We hired a couple of new programmers to focus on graphics and its paying off big time! [...] Shown here is the new tone curve, AO and polarization all working nicely." (March 5, 2015)

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"We hired a couple of new programmers to focus on graphics and its paying off big time! [...] Shown here is the new tone curve, AO and polarization all working nicely." (March 5, 2015)

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"We hired a couple of new programmers to focus on graphics and its paying off big time! [...] Shown here is the new tone curve, AO and polarization all working nicely." (March 5, 2015)

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"I like these trees so much maybe we’ll just refer to the burnt forest as the dead forest from now on. It is so spooky there I can’t bring myself to make burnt pines like we had before. Also here is the new iron pickaxe :)" (March 6, 2015)

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"Joey redid the burnt zombie and I added a smoke and hot ember effect to him he is pretty fearsome. He glows in the dark since he is red hot. [...] Also have a first look at the new sledgehammer Ryan did." (March 8, 2015)

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"Joey redid the burnt zombie and I added a smoke and hot ember effect to him he is pretty fearsome. He glows in the dark since he is red hot. [...] Also have a first look at the new sledgehammer Ryan did." (March 8, 2015)

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"Joey redid the burnt zombie and I added a smoke and hot ember effect to him he is pretty fearsome. He glows in the dark since he is red hot. [...] Also have a first look at the new sledgehammer Ryan did." (March 8, 2015)

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"Joey redid the burnt zombie and I added a smoke and hot ember effect to him he is pretty fearsome. He glows in the dark since he is red hot. [...] Also have a first look at the new sledgehammer Ryan did." (March 8, 2015)

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"Ambient occlusion! We now have ambient occlusion which makes areas naturally get dark that are not lit. Before interiors were just lit with ambient light (only as dark as in the shadows of the sun) [...]" (March 13, 2015)

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"Iron sights! We’ve redoing how iron sights are done and have made some improvements. The first person camera switches to an “aim” animation actually raising the gun to the camera [...]" (March 14, 2015)

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"Here’s to you, Arizona! I’m really happy to have captured the look I was after with the grasslands. In the second shot you can see a cave entrance. I’m happy to announce also that I’m pretty much done with the tree and art overhaul [..]" (March 15, 2015)

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"Here’s to you, Arizona! I’m really happy to have captured the look I was after with the grasslands. In the second shot you can see a cave entrance. I’m happy to announce also that I’m pretty much done with the tree and art overhaul [..]" (March 15, 2015)

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"Biome Dithering! Instead of having harsh lines where one biome ends and the other begins they now dither as you leave one you see less and less of the old biome and more and more of the new biome." (March 17, 2015)

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"HOT EMBERS! Ok so we’ve added hot burning embers to the burnt/dead forest. The bigger ones are hot and burn you if you walk on them and they can all be destroyed and drop a coal item." (March 20, 2015)

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"HOT EMBERS! Ok so we’ve added hot burning embers to the burnt/dead forest. The bigger ones are hot and burn you if you walk on them and they can all be destroyed and drop a coal item." (March 20, 2015)

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"HOT EMBERS! Ok so we’ve added hot burning embers to the burnt/dead forest. The bigger ones are hot and burn you if you walk on them and they can all be destroyed and drop a coal item." (March 20, 2015)

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"Here are some random screens from last nights testing. Interior lights got some love. It feels like we could release about any day now, things are playing nice and it’s just little tiny things and polish mode from how things look now." (March 27, 2015)

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"Here are some random screens from last nights testing. Interior lights got some love. It feels like we could release about any day now, things are playing nice and it’s just little tiny things and polish mode from how things look now." (March 27, 2015)

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"Here are some random screens from last nights testing. Interior lights got some love. It feels like we could release about any day now, things are playing nice and it’s just little tiny things and polish mode from how things look now." (March 27, 2015)

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"Here are some random screens from last nights testing. Interior lights got some love. It feels like we could release about any day now, things are playing nice and it’s just little tiny things and polish mode from how things look now." (March 27, 2015)

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"Had a great time playtesting tonight. Things are playing tight and down to small polishing details. Shown here is the wasteland blending into the plains, and a new cabin POI I did ages ago. It was nice to see it show up in random gen." (March 31, 2015)

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"Had a great time playtesting tonight. Things are playing tight and down to small polishing details. Shown here is the wasteland blending into the plains, and a new cabin POI I did ages ago. It was nice to see it show up in random gen." (March 31, 2015)

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"Had a great time playtesting tonight. Things are playing tight and down to small polishing details. Shown here is the wasteland blending into the plains, and a new cabin POI I did ages ago. It was nice to see it show up in random gen." (March 31, 2015)

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"Polishing things up! I was impressed with the hunting knife showing reflections of stuff as I ran down the road. Even our old zombies which we plan on making HD versions of look so much better with the new renderer and lighting." (April 1, 2015)

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"Polishing things up! I was impressed with the hunting knife showing reflections of stuff as I ran down the road. Even our old zombies which we plan on making HD versions of look so much better with the new renderer and lighting." (April 1, 2015)

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