7 Days to Die V3.0 "Dead Hot Summer" — The Release Notes, Broken Down

Updated June 12, 2026. Official release notes published June 11; PC experimental announced for June 15, streamer weekend June 12-14. The official name is Dead Hot Summer — "Sandbox Siege" was the dev-diary working title.

It's named, and the notes are out — but the update itself has not been released yet: TFP published the notes ahead of the build; PC experimental is announced for Monday, June 15, after the June 12-14 streamer weekend. The Fun Pimps held the 3.0 Dead Hot Summer developer stream on June 10 (co-founders Richard & Joel Huenink with Senior Programming Technical Lead Lathan) and published the full release notes on June 11. The experimental branch is the next step in TFP's usual sequence; this page tracks the published facts and what they mean for players and server owners. The canonical live tracker remains 7d2d.net/3.0.

The headline: 150 sandbox options

V3.0's core is player agency: 150 sandbox customization options, each with at least two values, which TFP notes works out to billions of preset permutations. The options span seven groups — Player (damage, speeds, XP, death penalties, infection), Entity (spawning, density, zombie speeds per time-of-day, feral sense, digging, rage), World (game stage, blood moon frequency/range/count, storms, day cycle, even map/compass toggles), Resources (per-category abundance from ammo to magazines, loot stages, yields), Crafting (progression, timers, dew collector/apiary tuning, item degradation and repair), Traders (hours, protection, prices, stock), Tasks (quests, challenges, trade routes), and Miscellaneous (vehicle damage, gravity, Big Heads, Tiny Zombies, Black and White mode).

Presets are shareable. Player-made presets can be named and shared, and the old coarse difficulty slider is effectively retired in favor of composable rules.

The 11 official presets

  • Undead Matinee — vintage-movie melee mode: slow zombies, swarming numbers, scarce ammo, and the new headshot finisher setting.
  • Madmole's Mayhem — fewer supplies, harsher penalties, item loss and durability loss on death.
  • Almost Creative Mode — "the apocalypse, minus the actual apocalypse."
  • Bite Club — hardcore permadeath: one life.
  • Legacy Survival — "play like it's 2014."
  • 7 Days Later — fast-zombie chaos in the modern-movie mold.
  • Caveman's Life — tools peaked at sticks.
  • Dumpster Diver — scavenging-first economy.
  • Dying World — fading resources.
  • Disaster Film — stacking catastrophes.
  • Chibi Mode — cute, fast, and not to be underestimated.

Item Magnitude: the loot game changes

The "new item feature" teased in the dev diary is Item Magnitude: looted weapons, tools, and workstation mods can roll boosted stats, marked with an orange star and teal percentages — a pickaxe with bonus block damage, a shotgun with extra range, a cooking pot that cooks faster. Alongside it, mods gain progressive quality levels (a Quality 1 Grave Digger adds 5% dirt damage; Quality 6 adds 30%), and optional repair and degradation settings make battle wear consequential. Loot hunting in V3.0 is a stat lottery, not just a quality ladder.

World and UI

  • Sign-Tech: a full POI signage overhaul adding hundreds of environmental signs across towns, compounds, businesses, and ruins.
  • 60+ new POIs — bunkers, factories, farms and more, broken down in our V3.0 new POIs guide.
  • Redesigned main menu and a customizable crosshair system.
  • A new cosmetic outfit arrives alongside the V3.0 Stable release.

Server admins: the SandboxCode change is mandatory reading

This is the part that will generate every support ticket of the V3.0 cycle: legacy serverconfig.xml properties are removed and replaced by a single SandboxCode property. Twenty-nine familiar properties are gone from serverconfig.xml — including GameDifficulty, XPMultiplier, BloodMoonFrequency, LootAbundance, ZombieMove/ZombieMoveNight/ZombieFeralMove/ZombieBMMove, DropOnDeath, AirDropFrequency, and LootRespawnDays.

The new flow: configure your settings in the in-game Sandbox Options menu, copy the generated code, and paste it into serverconfig.xml as the SandboxCode value. The default (equivalent to the old Adventurer difficulty) is:

<property name="SandboxCode" value="AAAJABJACJADJARFBNC"/>

Continuing a V2.6 save: you must recreate your legacy settings through the same menu-and-paste flow — TFP explicitly notes you "may need to work with your specific provider." The full step-by-step lives in our dedicated V3.0 SandboxCode serverconfig guide; the wipe-or-continue decision is in its own guide, the preset rundown in the presets guide, and what breaks for modded servers in the mod compatibility guide.

Modding changes

  • Localization.txt renamed to Localization.csv.
  • entitygroups.xml returns to proper XML elements (old text format still supported for now).
  • Code mods reference only Assembly-CSharp.dll; the code publicizer may require overridden vanilla methods to be public.
  • XUi framework overhaul: new XML binding system, new views (video, scrollbar, scrollview), controls.xml renamed templates.xml, folder renamed XUi_InGame. UI mods will need real work this cycle.

When can you play it?

Days away. The announced sequence: dev stream June 10 → release notes June 11 → streamer weekend June 12-14PC experimental branch on Monday, June 15 (some community posts cite June 16, likely timezone rollover). Stable follows after the experimental cycle with no committed date. The notes mention the cosmetic outfit shipping "alongside the V3.0 Stable release," confirming the usual experimental-then-stable structure. No stable date is committed. This page and 7d2d.net/3.0 update as the branches go live.

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