
7 Days to Die is an open-world game that is a unique combination of first-person shooter, survival horror, tower defense, and role-playing games. Play the definitive zombie survival sandbox RPG that came first. Navezgane awaits!
Modeled estimate, not a reported figure. How we estimate →
Prices
Each in the currency that store quoted — not converted: the gap between two rows is the publisher's pricing, not an exchange rate.
Every market we collect.
Charts
Each storefront's own chart, in its own country — the closest public signal to sales where none is published. A country missing from a list is one we don't collect there, not one where the game doesn't chart.
Discounts
Every price cut of more than 20% we have observed, in each market that quoted one, with this game's chart position on either side of it. These are episodes, not a model: a sale is one event, and one event cannot tell you what the next one will do.
About

With over 20 million copies sold, 7 Days has defined the survival genre, with unrivaled crafting and world-building content. Set in a brutally unforgiving post-apocalyptic world overrun by the undead, 7 Days is an open-world game that is a unique combination of first-person shooter, survival horror, tower defense, and role-playing games. It presents combat, crafting, looting, mining, exploration, and character growth, in a way that has seen a rapturous response from fans worldwide. Play the definitive zombie survival sandbox RPG that came first. Navezgane awaits!
Explore - Huge, unique and rich environments, offering the freedom to play the game any way you want, featuring 5 unique biomes and worlds up to 100 square kilometers in size.
Craft – Handcraft and repair weapons, clothes, armor, tools, vehicles, and more with over 500 recipes. Learn more powerful recipes by finding schematics.
Build – Design your fort to include traps, electric power, auto turrets, automated doors, gadgets and defensive positions to survive the undead in a fully destructible and moldable world.
Cooperate or Compete – Work together to build settlements or against each other raiding other player’s bases, it’s really up to you in a wasteland where zombies and outlaws rule the land.
Create – Unleash your creativity with access to over 800 in-game items, and over 1,300 unique building blocks and a painting system that offers infinite possibilities.
Improve – Increase your skills with a multitude of perks under 5 main attributes. Gain additional skills by reading over 100 books. 7 Days to Die is the only true survival RPG.
Choose – Play the campaign world, or dive back in a randomly-generated world with cities, towns, lakes, mountains, valleys, roads, caves and over 700 unique locations.
Combat – Encounter nearly 60 unique zombie archetypes including special infected with unique behaviors and attacks progressing in difficulty to provide an infinite challenge.
Survive – Experience real hardcore survival mechanics with nearly 50 buffs, boosts and ailments that will impact the gameplay in ways that can both challenge and aid in your survival.
Destroy – Buildings and terrain formations can collapse under their own weight from structural damage or poor building design with real structural stability.
Loot – Scavenge the world for the best weapons, tools, and armor with 6 quality ranges providing thousands of permutations. Augment items with a multitude of mods.
Quest – Meet several Trader NPCs who buy and sell goods and offer quest jobs for rewards. Enjoy many unique quest types supported by over 700 locations.
Customize – Create your own character and customize your character further in-game with a huge selection of clothing and armor you can craft or loot in the world.
Drive – Enjoy the badass vehicle system where you find all the parts, learn the recipes, craft and customize your own bicycle, minibike, motorcycle, 4x4 or gyrocopters and ride with friends.
Farm or Hunt – Plant and grow gardens for sustainable resources or head out into the wilderness and hunt over a dozen unique wild animals.
Add-ons
Each DLC is estimated with the same model as a game, then summed — a modeled figure, not reported DLC sales.
Updates
Build ids and update times come straight from Steam's PICS — the same source SteamDB reads. Patch history grows as we record new builds.
Engagement
Reviews
Themes across 2260 recent reviews and how positive each mention is. A keyword signal, not full sentiment analysis.
Reviews
Fun game but Fun Pimps are absolutely tweaking. 45 dollars is way to much, would recommend not to buy until a sale is up. I bought this game for 15$. 45 is way to much Fun Pimps.
The game gets worse with each patch. When the community complains, the devs blame the community for them not being able to do more updates because they have to fix all the things they made worse. It's a cycle that's been going on for years and shows no signs of ever changing. The jar system they added (which was them attempting to save face after ruining a bunch of other survival aspects) sucks. It's just an annoyance that serves no real purpose. The smell system sucks. It "solved" a problem that didn't exist and just made managing food items even more of a chore for the player. The biome hazard system sucks. It feels the same in every biome - you get 3 minutes to be outside before you need to spend 1 minute inside. Eventually you craft an item become permanently immune to it. The storms that roll in are just more severe versions of this same mechanic. Ultimately it just wastes your time, as you need to keep afking inside structures to refill the meter. The items you can craft for temporary immunity only last 5 minutes and use difficult to acquire materials, making them largely useless. It's another problem that didn't need solving and just wastes your time. The central gameplay loop is getting a quest from a trader, which sends you to a nearby(ish) point of interest (POI), and then progressing through that POI to complete the objective. That typically involves either killing all zombies and/or fetching a special item. The POIs are really the best part of the game. There are a lot of them and many have really well done, under-stated story lines going on, e.g. a secret rooster fighting ring or animals being genetically altered. It's very much a "show, don't tell" approach that works well. Unfortunately, this is one of the only things I have to speak positively about. Stealth is mostly worthless now. They've moved more and more of the POI zombies to just appear out of thin air. Typically when they all spawn in, they immediately know where you are and charge straight at you. Quests at POIs typically require you to full clear the area to complete it, so there's really no avoiding these forced ambushes, even when you know exactly when and where they're coming from. Stealth against enemies that are spawned in normally generally works fine, but there are fewer and fewer spawned in that way. Some POI spawns are so badly set up that enemies will materialize just a few steps in front of you. Part of this was because they could never fix their performance issues from having more zombies spawned in. Had they made the spawns happen at more natural points (e.g. ascending to a second floor) they could've achieved more natural spawning without as much being in at once. Unfortunately, they did a half-assed job and now we just get things spawning in pre-aggroed all the time. Item progression sucks since 1.0. They nerfed quest rewards into the ground, so pretty much all of your armor and weapons come from crafting. The problem is they're all gated by the same materials. For example, a wooden bow, a compound bow, a crossbow, and a compound crossbow all require the same bow parts. All of them require the same legendary part for a tier 6. Because you can't make parts and they're found so rarely, you basically don't craft more than two of a weapon type throughout the whole game, with the second usually being a max level legendary. Since legendary parts for the best item type are the same as the worst item type, you're never going to make the lower type's legendary. Armor sets are worse than weapons. The only progression is tier 1 to tier 6 of a single armor type. Fortunately the set bonuses are mostly useless so you can just pick the individual item bonuses you want, but the system before sets was simply better. Do you really want to switch all your gear to a farmer set each time you harvest crops? Do you really want to switch all your gear to a mining set each time you mine ore? Do you really want to switch all your gear to a lumberjack set each time you chop wood? It's just more player time wasted. The current map generation sucks. The one good thing is that the actual generation time is much faster -- it used to take as much as 15 minutes to complete. However, they changed how biome are laid out and now they look completely artificial. The default, center forest, makes the middle circle of the map a forest and each remaining corner a different biome. There's no more natural transitions between biomes. The other options you can choose from are worse. When they changed the map generation, they also made forest settlements tiny. You only get only small towns, which means a low number of POIs. This cannot be controlled in the generation config. This very rapidly leads to the first trader sending you to POIs 1km+ away, as early as the first day or two. This is a huge waste of player time as that takes a long time to travel on a bike, let alone on food. Imagine doing 30 quests where half of them involve spending 5 minutes just traveling to the POI. That's the current state. The one good? thing about this game is all the old major versions are selectable from the config. But, if your selling point is "just play the version from 5 years ago," it's not very compelling. 7 Days has been in development for 13 years, and 2 years have passed since 1.0 was released along with paid cosmetic DLCs (which, incidentally, were part of the onus for changing the armor and clothing system since they needed a way to shoehorn them in). The game is now all the way up to 3.0, but for some reason they're still calling it early access. Overall there's just not much reason to start playing now as a new player, since you can just expect the game to continue in the downward trajectory it's been on for years.
Media

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Price dynamics, follower growth, revenue and sales trajectories with interactive tooltips
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Latest in each market: best RU #54, worst DE #98 · 11 markets collected
US · last 30 days
Reviews, worldwide (the counter carries no country): 66.14/day in the week to Sep 1 → 76.86/day in the week after.
Of the 2 markets with a position on both sides, 2 climbed and 0 fell. The same sale, the same day, opposite directions — which is why nothing here is averaged into a single arrow, and why one sale is not a trend.
For scale, across Steam · Top Sellers · Brazil over the last 30 days: the 25 chart moves that followed a price cut of more than 20% went a median of 10 places towards #1, and the 2,413 moves with no price cut behind them went 2 away. One store, one chart, one country — it is the only place we have enough observations to say even that.
Prices outside the United States have been collected since 6 August 2026 and chart positions since 19 July 2026, so a cut older than that has no market to compare and a market that joined later has no history yet. Nothing here is converted between currencies.
Genres
Stats
All-time low is the lowest price we've recorded for this game since we started tracking it.
Languages: English, French, German, Spanish - Spain, Italian, Japanese, Korean, Polish, Portuguese - Brazil, Russian, Simplified Chinese, Spanish - Latin America +2 more
Hours played at review time, across 2.3K reviews with recorded playtime.
positive critical· bar length = how often the theme comes up
Log on Thirsty and hungry Find food Get diarrhea Thirsty and hungry Zombies Shoot zombies Hunt for ammo Thirsty and hungry Eat and drink Diarrhea Die 10/10 no better survival crafting game out there.
Developer does not listen to the community and frequently makes changes to worsen the game. Sues their biggest content creator over a mistake the developer made themselves. Despicable.
I've been with this game for many years. Day one of Xbox, and even stuck through no Xbox updates. Looking back, THAT version of the game is better than the slop we have now. A good game, with 2 absolute TRASH companies behind it. It stands NO chance at being great. Not the mention, TFP are grown ass adults who love to argue with their fans on forms like prepubescent boys. This game WOULDN'T have gotten this far without US, the fans. And TFP need to open their ♥♥♥♥♥♥♥ eyes and see that. Without us, they are NOTHING. And charging 9 bucks USD for a SINGULAR SKIN is outrageous. Absolute murder. Also, #JusticeForJaWoodle
45$ for a game that came out in 2013 what are we doing. Really fun but 100% not worth the price tag get it on sale or get Project Zomboid unironically, a better zombie survival game in my opinion. Also devs spew out 2 updates a year for it to be mediocre ones that majority of people didn't ask for.
I've loved playing this game, but I can't recommend it in good conscience after how TFP handled the situation with JaWoodle. Punishing an external content creator with legal action for an internal mistake made by the dev team's own staff is reprehensible. I wish I could request a refund, but I'm about 13 years too late. #justiceforjawoodle
>change the game play from sandbox to rpg dungeon crawler >remove loved features weapons and enemies >add them back in worse form >blame the players for wanting updates >remove character customization > put it in back in the form of paid DLC's >use ai assets >complain about players
Once upon a time there was a wonderful zombie game. The graphics weren't stellar, the gameplay was a bit janky, and you died to zombies a lot. But this game had a wonderful charm to it, You and your friends would chop trees, mine rock, farm, kill zombies and hunt animals for food. You scavenged clothes like flannel shirts, and parkas so you could survive the frozen areas, and looked for hats and drinks so you could survive the heat of the desert. All the while, the skills you used most would go up, and people ended up specialized in areas like fighting, building, farming, etc. All the while, you desperately gathered resources, and weapons to survive the dreaded Horde Night, Over time, your Horde Base got stronger, and more defensible, your weapons got better, and the Hordes got larger, but a well designed, and put together base made it easier to survive the Night. Then one day, the developers stopped seeing the players as the customers of their game, or people who were enjoying their product, and started seeing them as the enemy who were "Not playing our game right." Everytime the players came up with a clever way design a base to fight zombies, they took it as an insult to their ego, and changed the game to negate whatever tactic the players had figured out. Then, they decided that the game was too 'open world' and put magic force fields to prevent players from entering biomes that they devs felt the players hadn't earned... from doing quests... in a ZOMBIE APOCALYPSE. My friends and I have over 2000 hours in this game, but no more. The devs won, they beat all the fun out of the game. Avoid at all costs.
Disgusting move from the devs, game was fun but I will not support this behaviour. #justiceforjawoodle
Active players
Estimated daily and monthly active players (DAU/MAU) modeled from peak concurrency.
Players by region
Where this game's players are, estimated from review languages.
Players also reviewed
The games this title's players most often review too — audience affinity.
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