No idea, I haven't followed them closely for years. While I have loaded up a couple of the more recent builds not too long ago, I didn't play them to any real focus, nor did I pay attention to the developers. I tend to just do my own thing.logincrash wrote: ↑ November 29th, 2025, 14:37I've been browsing Nexusmods and somebody's posted a No Fun Allowed Pimps intro replacement.Xenich wrote: ↑ November 29th, 2025, 14:12You aren't supposed to skip nights, it defeats the point of the game.logincrash wrote: ↑ November 29th, 2025, 13:45
Yeah, I tried it out for an hour or so. The fact that you can't skip through nights even with a bedroll kinda sucks. Zombies climbing ladders is ******** too.
The base concept of the game is that you are to survive and day and night are different in that zombies will act differently between them (ie the move faster at night, are more aware, and different types come out). Climbing exists because there isn't supposed to be a "safe" spot for you, if they couldn't do basic things like climb ladders, 90% of the game would be with little danger. Eventually, some types will even be able to climb walls and move at high speed, some can even destroy tiles.
You have 7 days to find a spot and build a defense for the "blood moon" which comes every 7 days and there is a number of very powerful zombie types on that night (you get to specify how many). When the "blood moon" hits, zombies will know where you are and begin to converge on your location regardless of where you are. They will do everything they can to get to you. That means the dumb ones will beat on walls, climb anything their zombie type is allowed to climb and even dig the earth if you are underground.
This process repeats over and over with each iteration of the 7 days where more and more types of zombies start to come out and are higher level. The use a scaling approach based I think on character level (and I think number of days). Point is, things will get harder over time and the hordes will get bigger, and the nights will get more dangerous.
The basic play idea is to build your skills, get better tools, weapons, abilities to make stronger defenses to deal with the blood moons and be able to explore deeper into the cities which do have more powerful zombies and loot and various locations will be of different difficulty at different stages (some houses may have deep areas in them multiple levels down like a dungeon and things get harder the deeper you go, but the loot gets better as well).
Level scaling plays a pretty big part on things though, so I don't think you can get high end stuff simply by heading to the hardest areas (but it has been a while). Like I said, all of these things can be adjusted be it with the base settings that come with the game, or... through mods. I think that is why I liked Darkness Falls when I used to play as the author diverged from a lot of the concepts Fun Pimps were doing which I thought was a better experience.
Been a long time though and the game has changed quite a bit since I really played it heavily, so things might be much different.
Are the devs being annoying **** or something?
https://7daystodiemods.com/darkness-falls-mod/
This is a mod site I have used in the past, but it may be outdated. I have used some of Nexus mods at times (the SMX UI mods were nice in their changes), but I used to just do a lot of my own configurations and modifications myself through the server files to tweak things (a lot can be adjusted just messing with those). It does appear he has updated for V1.4, but also has the A21 build which some people prefer over the changes to release.
When I played the game heavily off an on it was up to around build 20. They are at full release now, and a lot of things have changed in how the game works. I still think the game has merit being that it is so easily modified, but there are some systems that I certainly remove for my plays (I can't stand the trader/quest system, it makes the game too easy and shows obvious modern mainstream design with easy access to materials and crafting stations, but it is so heavily integrated into the game now it is difficult to segregate it at times). The original game was better set where the player had to find everything, build everything, etc... and was much harder because of it, a true survival build game.
This is a game you can spend an enormous amount of time tweaking systems, adding mods, etc... to get the experience you want and I think that is what makes it of value. You will have to learn how to tweak things though and depending on your experience with those concepts, your experience and desire to will vary.



