Updated June 16, 2026 from the official release notes. V3.0 experimental is live now (since June 15) - opt in via the Steam beta branch latest_experimental; the mod-update wave is underway, and Steam and console stable are targeted ~June 29.
Every major 7DTD update breaks mods; V3.0 breaks them in documented, specific ways, because The Fun Pimps shipped real modding-infrastructure changes alongside the sandbox update. If you run a modded server or maintain a mod, here is exactly what the release notes say changes, what it means, and the safe sequence for update week.
Wondering whether your specific overhaul will even get a V3.0 build? Check the 2026 Mod Status Tracker - it lists which mods are actively maintained (and tend to update fast) versus stagnant or pinned to older versions.
Localization.txt → Localization.csv. Renamed to match its actual contents. Mods shipping localization files need the rename; tooling that targets the old filename stops finding it.entitygroups.xml returns to proper XML elements. The previous text-based format is still supported "currently" - which is modder-speak for migrate now, the compatibility shim will not live forever.Assembly-CSharp.dll, and because the code passes through a publicizer, code that overrides vanilla methods may need those overrides made public. Most C# mods need at least a recompile.controls.xml renamed to templates.xml; the folder renamed to XUi_InGame; the force_hide attribute removed in favor of visible; tweens controllable from XML. UI-heavy mods (HUDs, bigger backpacks with custom windows, quest trackers) face real porting work, not a recompile.Experimental is live now (since June 15; opt in via latest_experimental); Steam and console stable are targeted ~June 29. Mod authors can port against experimental today, which historically means the big mods are ready near stable day. Track overall V3.0 status on the live tracker.
latest_experimental); Steam and console stable are targeted ~June 29. Assume your current mods will not survive the jump unmodified - wait for V3.0 builds of your critical mods, test on a copy, then move the community save (saves do not load backward, and a 3.0 client cannot join a 2.6 server).