
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 2402 recent reviews and how positive each mention is. A keyword signal, not full sentiment analysis.
Reviews
This Game has grown old, they can not make up what they want to do with it and has killed the game if you ask me
kocayla oynayinca sariyo
Media

Related
Related
Price dynamics, follower growth, revenue and sales trajectories with interactive tooltips
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Related
| Game | Estimated lifetime revenue | Reviews | Review score | Price |
|---|---|---|---|---|
| $426.9M | 943.7K | 97% | $19.99 | |
| $454.8M | 379.3K | 86% | $59.99 | |
| $459.2M | 369K | 64% | $69.99 | |
| $469.4M | 440K | 94% | $59.99 | |
| $395.6M | 281.7K | 89% | $59.99 | |
| $358.1M | 297.8K | 88% | $49.99 |
Related
| Game | Estimated lifetime revenue | Reviews | Review score | Price |
|---|---|---|---|---|
| $799.1K | 2K | 47% | $19.99 | |
| $2.3K | 7 | 57% | $9.99 | |
| — | 0 | — | — | |
| — | 0 | — | — | |
| — | 0 | — | — | |
| $38.1M | 66.6K | 93% | $19.99 |
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 23 chart moves that followed a price cut of more than 20% went a median of 14 places towards #1, and the 2,515 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 2.4K reviews with recorded playtime.
positive critical· bar length = how often the theme comes up
你是不是坐你爸屌上想出这种登录的,操你妈的傻逼游戏,好好的游戏你链接你妈逼的登录器,草饲你妈这个烂逼
So many years of developing this game, changing the concept, adding new features, changing mechanics... I thought it would never make it out of beta. And here it is, abandoning everything that made it appealing. From a survival game where collecting items mattered, character progression increased based on the activities we performed, building a base, and trying to survive another night, we ended up with a product more reminiscent of a looter shooter, forcing us to complete boring quests, with a terrible leveling system and even worse survival elements. I don't understand the direction this game has taken. I understand that playing with friends can still be a lot of fun, but considering the game's history, it definitely shouldn't have gone in this direction. It's a shame, I really liked 7 Days to Die and have replayed it countless times over the years.
更新到现在 云存档云存档没有 创意工坊创意工坊也不上 然后还在那一直卡正在登陆Discord 我能说些什么 我还能说些什么
слишком сложно
Honestly, if you've never played it, it's a really good survival game. It has interesting mechanics, crafting, base building, biomes, enemies, bosses and progression. That said, if you, like me, have played it in very early beta and now tried the latest release you might be disappointed. I think the whole idea of traders puts it too much on-the-rails. You're not really exploring now, and you're not really excited for any particular items, you're not even looking for anything in particular. You're just running back and forth completing quests, reading books and buying/crafting whatever you need. In earlier versions finding town was cool, finding e.g. hardware store (so you can maybe find a wrench) was cool, now you'll just sort of play for 30-ish hours running between trader and the location he picks and that's about it. In my opinion, the whole trader thing should work differently, they should give you precondition e.g. Get a base / get a vehicle / get desert gear AND then you'll get a job, one complicated quest, also with tiers. Maybe occasionally you could discover some item that trader might want (same exact supplies, not in every location, hidden still, but you have to find them yourself, then you can bring it back). Also, when starting the quest, for it to refresh entire location ruins immersion. The most efficient way is, in fact, to never go to any locations yourself, just do quests and double-clear every single place, once before starting the quest and once after. That, naturally, ruins the whole experience, however. Basically it sort of killed exploration and something needs to be done to bring it back. 7/10
Here's some feedback: - DLC skins for bathing suits? A chicken costume? This is a survival horror game, not a beach volleyball simulator. Can I get DLC that fits the aesthetic of the game? Please let me remind you (the creators) that the removal of cheerleaders and football zombies were because they didn't fit the aesthetic of the game, and that is precisely what you said. Figure it out. I wanna throw you a few extra bucks but c'mon. - Zombie sounds and sound balance overall - really needs to be updated. Why can't I hear anything during horde night? Why do the vultures make my ear bleed when they are nearby on horde night? Why don't zombies attack different parts of my base during horde night when there are too many zombies at one choked point? Why are Dire Wolves the only zombie type that consistently breaks your arms and legs the first time they hit you no matter how invincible of a brawler you are? Why can't I stealth around when I have the appropriate gear and perks? - Mercenaries, raiders, other humans, when? I've heard "coming soon" since 2019, and every roadmap in the last few years have been a slew of missed marks. The world needs to feel full and complete. Stop changing so many things and start completing the game. - Stop being condescending to your fans. When an update comes out and we don't like it (storms) and you need to fix it, don't tell us "because of you guys complaining, this other thing (raiders) is going to be pushed back." It's been over a year since that dev livestream and is the fix to storms and protective gear still pushing back that update? - Consider swapping the positions of Trader Rekt and Jen, for new players if anything else. I've introduced 8 new players into the game since I started playing and every one of them don't understand why Rekt keeps abusing them verbally. 3 of them stopped playing the game because "why would I listen to some old ♥♥♥♥♥♥♥♥♥♥ telling me I suck and he doesn't even know me?" He seems to be the most honest interpretation of the game's front-facing devs I've seen, hurling abuse at you while you're confused and new, covered in grass and wood armor you just crafted after being dumped in the middle of Arizona. - I get that it is a sandbox game, but context matters. You can go the Dark Souls approach and give small tidbits that (taken together) show the larger picture. Who the heck is The Duke? Why are there "Dukes?" What brought the world from the start of the Septi-Urnal virus and where we are now? I want to create my own adventure in a sandbox game, but first the box of sand has to have more than vague shapes for me to craft that story in my head. All in all, I'd say stop changing things just because and start updating what people have been asking for. You want me to buy a DLC? Make it appropriate to the setting. Also, pipe weaponry is not fun to use. Stone weaponry is also not fun to use. Can we get more mods that are weapon-specific so that the baseball bat isn't the only weapon to have flavorful mods? Can we get POIs that are not just colorful versions of placemat mazes you used to "solve" at Denny's that had only one solution? Finally, can we get a change to Tier 5 and 6 POIs where a certain percentage (say, 90%) of zombies killed is good enough to complete? When I have to abandon a T5 or T6 POI because one small group of zombies is bugged out and won't spawn after killing zombies for 30 minutes inside it, that really stinks and feels awful.
Really fun with friends but the gameplay loop can get boring late game once you get tier 5 quest it just becomes a grind sim,
Był to dobry Survival Zombie z otwartym światem, jednak twórcy podstawowi zrobić z tego jakiegoś pseudo-RPG'a.
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.