7 Days to Die (7DTD) Update 1.030.002 Patch Notes (v3.0) | Dead Hot Summer Update

7 Days to Die update 1.030.002 (v3.0) is now available to download on PS5, PC (Steam) and Xbox. According to the official 7 Days to Die patch notes, the latest Dead Hot Summer update adds 150 sandbox options with custom presets, introduces the Magnitude loot system and Combine Station, expands the world with 60+ new POIs and Sign-Tech. Additionally, 7 Days to Die version 1.030.002 also adds customizable crosshairs and an M60 turret, and delivers extensive modding, server, UI, and world generation improvements.

7DTD Console update 3.0 Patch Notes – June 29, 2026

7 Days to Die V3.0 “Dead Hot Summer” Update Summary

  • Added 150 sandbox customization options with custom and official presets.
  • Introduced the Magnitude item system, Combine Station, and new repair settings.
  • Expanded the world with 60+ new POIs and a complete Sign-Tech signage overhaul.
  • Added customizable crosshairs, redesigned main menu, and a new M60 turret.
  • Included major modding improvements, server changes, and quality-of-life updates.

7 Days to Die V3.0 “Dead Hot Summer” Patch Notes

Sandbox and Gameplay

  • Added 150 sandbox customization options.
  • Introduced custom sandbox preset creation and sharing.
  • Added official preset modes including Undead Matinee, Madmole’s Mayhem, Almost Creative Mode, Bite Club, Legacy Survival, 7 Days Later, Caveman’s Life, Dumpster Diver, Dying World, Disaster Film, and Chibi Mode.
  • Converted the previous Game Difficulty setting into Sandbox Presets.
  • Added additional difficulty and skill gain options.

Items and Progression

  • Added the new Magnitude system for weapons, tools, workstation mods, and gear.
  • Boosted items now display an orange star and enhanced stats.
  • Added quality levels for many armor, weapon, vehicle, tool, and workstation mods.
  • Introduced the Combine Station to merge item stats, durability, and quality.
  • Combine Station can also be used as an alternative repair method.
  • Traders can now sell Magnitude-enhanced equipment.
  • Added configurable repair methods and durability degradation settings.
  • Added death durability degradation options.

Combat

  • Added the M60 turret that uses all 7.62 ammunition types.
  • Added customizable crosshair settings including size, color, opacity, and visibility.
  • Zombies can now take proper fall damage after hard landings.

World

  • Overhauled POI signage using the new Sign-Tech system.
  • Added thousands of new environmental signs.
  • Added Sign-Tech creation tools for level designers.
  • Added 60+ new Points of Interest.
  • Added new Tier 5 and multiple Tier 4 locations.
  • Added new RWG tile variants for commercial and industrial areas.
  • Improved RWG biome generation, town planning, previews, and terrain generation.
  • Added the Circle 2 biome layout option.

User Interface

  • Redesigned the main menu with updated visuals.
  • Added trader opening and closing times to the map.
  • Trader doors now display opening times when closed.
  • Added calendars and working clocks that display in-game time.
  • Players can craft calendars and working clocks.
  • Added a cosmetic removal button in the player customization screen.
  • Item comparison now highlights better combined stats.

Modding

  • Integrated WebDashboard into the core game.
  • Reduced assembly requirements for mods.
  • Renamed Localization.txt to Localization.csv.
  • Restored entitygroups.xml to standard XML formatting.
  • Extensively updated the XUi framework.
  • Added new video, scrollbar, and scrollview elements.
  • Added XML-controlled tweens.
  • Improved XML templates and window support.
  • Removed unused XUi elements and attributes.
  • Added numerous framework fixes and compatibility improvements.

Added

  • Game Difficulty setting converted to Sandbox Presets
  • SandBoxCode property to serverconfig.xml
  • Add Continue Game option to opt into a full reset of all unprotected chunks
  • Add server command to trigger a full reset of all unprotected chunks
  • Added warning when trying to load save game from older major version
  • XML declarations to all xml files
  • Button in the Player Cosmetic screen to remove all cosmetics
  • Item compare shows stat boost improvement if that stat would be better when combined
  • Trader doors now tell you when it will open if its currently closed
  • Trader Open/Close time to the Map screen
  • Some calendars and clocks will show Day and Time
  • Player can craft calendars and working clocks
  • Working clocks rotate their hands to match world time
  • Extract method to take all smelted materials if you switch from Smelter to Recipes for forge
  • RWG biome layout “Circle 2” which doubles each biome
  • RWG biome generation growth has some random search variation
  • RWG town planner will try to make a small town with tighter space rules when a normal town does not fit
  • RWG previewer Generate World button changes to Cancel during generation
  • RWG preview step for terrain
  • RWG shows biome preview as soon as it is generated
  • Creative menu search filter supports starting the name with #1 to #6 to generate items with only that quality
  • Moon light brightness is reduced by cloud thickness when the graphics brightness setting is below 50%
  • Add audio notification on consoles when create save data prompt appears
  • Player versions of Mini Beverage Cooler and added them to the Appliance variant helper
  • Wedge60 Tip Steep Wedge60 Incline 1/2 Left and Right to the shape menu
  • Apiary SFX
  • New drone voice for existing VO lines
  • Drone VO for attacks
  • Drone stun charged SFX
  • Grace and Zombie Boar SFX
  • Snake slithering SFX for different surfaces
  • Zombie Boar sleeper blocks
  • Armor Impact Sounds
  • Items with boosted stats show an orange star on their icon or if modded show the gear as orange
  • Combine Station to create a merged item of the best quality, durability and stats
  • Additional values to allow original insane difficulty and more skill gain rate options
  • industrial_strip_01 – Palo Verde Brickworks
  • industrial_strip_03 – BONG Auto Parts Manufacturing
  • A setting that allows a limit on in-game FPS
  • Zombies have a chance to land hard and take regular and unclamped damage from a fall
  • XUi system_time binding returning the current local DateTime to allow showing real world time on the UI

Changed

  • Updated signs in most POI’s with new “Sign Tech” signs
  • Splints and Casts will now treat sprained limbs
  • Updated the descriptions for sprained arms and legs to instruct the use of splints and casts
  • Updated the descriptions for Splints and Casts to include the treatment sprained limbs
  • Updated the description for Craft Splints challenge to include the treatment sprained limbs
  • Updated Gunslinger perk to boost the loot chance of .44 magnum ammo
  • Insulated Armor mods are now labeled like clothing: Tattered, Patchwork, and ThermaCore
  • Insulated Armor mods have quality tiers
  • Updated icons and loc for Insulated Armor mods
  • Cigar Mod has quality tiers and a stat page
  • Updated tags for The Hunter mod to allow it to be installed with Rad Remover mods
  • Removed extra bookworm rolls in several loot lists that already have one in the junk lists
  • Set the Weight property on toolAnvil to allow them to be scrapped or smelted
  • Bellows and Anvil tool mods have quality with progressive stats. Both will automatically change to Q1 when loading a save game. Can only craft Q1 to promote loot exploration and trader interactions
  • Increased Economic value of Bellows and Anvil tool mods x2
  • Updated qualBaseTemplate to include Q6 items and removed/replaced q6Template
  • Set loot spawn parameter random_durability to false for Bellows and Anvil tool mods
  • Increased chance of all forge tool mods in Working Stiffs crates and Destroyed Forges
  • All forge tool mods can now be found in Hidden Stash and Construction crates
  • Lowered the MaxVoices and MaxRepeatRate for the forge_item_complete sound due to anvil craft speed increases
  • Tempered Blade mod is now installable into Augers and Chainsaws
  • Master Chef Dumpster Diver now has a chance to find more seeds in dumpsters
  • Max lockpick breaks capped at 14, the 15th lockpick always unlocks
  • Lockpicks break at a more uniform rate
  • Exploding arrows, bolts, and land mines no longer use duct tape
  • Added a lens to the motion sensor recipe
  • Updated tags on Silencer and Muzzle Brake from barrelAttachment to barrelTipAttachment to allow them to work with the Barrel Extender Mod
  • Removed wall clock from Appliances variant helper to be a standalone item
  • Apiary can no longer be scrapped or smelted to match other workstations
  • Improved AI jumping checks for overhead obstacles
  • Reworked the loot lists for toilets
  • Adjusted loot probability templates to allow items to show earlier in loot
  • Removed ignore_loot_abundance=”true” to allow the various Sandbox Options to control loot abundance for vanilla loot. Was not removed from Twitch related loot
  • Restored Q6 item probability chances in various loot quality templates
  • Reworked loot probability and quality templates to allow quality loot to match crafting progression a bit closer
  • Updated several loot lists to include abundance_type for Sandbox Options
  • Removed power attack stat from the player torch
  • Updated Metal Furniture block variant helper with new Locker Colors
  • Forge open and close volume balancing
  • Bunker Woman Voice
  • Bunker Man Voice
  • SysAdmin Voice
  • Lowered Auger and Chainsaw impact SFX volumes for metal, concrete, wood, and organic
  • Updated trader stage templates with Q6 entries
  • Updated trader inventories with Bellows and Anvil tool mods based on new qualityItems trader stage template
  • Item Loss on Death changed to allow choosing Toolbelt and/or Backpack
  • Reduced the MaxDamage of Burnt and Abandoned “stripped” vehicles from 1000 to 500HP
  • SupplyCrateEntityPrefab.prefab uses new VFX art
  • Trees destroyed by explosions fall in random directions instead of north east
  • Improved small deco spawning near Oversized Blocks e.g. car blocks often had noticeable bald patches around them
  • Removed server settings from serverconfig.xml that are now part of the Sandbox system and are set by defining a SandboxCode in the config instead
  • Updated serverconfig xml MaxSpawnedZombies and BloodMoonEnemyCount comments
  • Renamed Localization.txt to .csv
  • EntityGroups.xml converted to structured XML
  • Updated probability formatting on a few entries in entitygroups.xml
  • Moved WebDashboard system from external mod to internal code
  • Enable cloud saving for PC XBL. Players can optionally store their game saves and generated worlds in the cloud or on the local device
  • Sleeper Volume properties window: Added scroll bar to script input
  • Improved cloud lighting from the moon
  • Moved Vehicle options to Misc
  • Optimized chunk mesh generator
  • Replace XML properties that use pipe | with nested XML classes
  • Banned dot characters ‘.’ from existing in XML property names when parsed into DynamicProperties
  • XML StaticSpawner prefab properties obsolete and removed
  • XML output file from RWG, Generation properties changed to class structure
  • XML ToolCategory sub-properties changed to class structure
  • XML PlantGrowing sub-properties changed to class structure
  • XML Map.Color property renamed to MapColor
  • XML CropsGrown.BonusHarvestDivisor property renamed to CropsGrownBonusHarvestDivisor
  • XML ItemsOnEnterGame sub-properties changed to class structure
  • Refactor TileEntityLootContainer and children into composite TileEntities. Refactored BlockLoot, BlockCarExplode, and BlockCarExplodeLoot into composites
  • Composite features in block definitions can be changed without compromising existing save data
  • Refactor LandClaim to use TEFeatureStorage
  • Migrated TE Player Signs into Composite features, TEFeatureSignable & TEFeatureLockable
  • BlockPlaceholder.xml to allow weights greater than 1
  • Large POIs sometimes take too long to reset for quests
  • New RWG district creation algorithm
  • RWG previewer to show the generate status in the title bar
  • RWG previewer generation runs as a task allowing the UI to remain active
  • Optimized RWG stamp loading
  • Optimized RWG and world radiation memory use
  • Optimized RWG water data handling
  • Optimized RWG stamping speed
  • Optimized RWG height copying
  • Optimized RWG preview mesh creation
  • Untagged lot_industrials from countrytown and countryresidential
  • Reduced RWG rural tile percents
  • Replaced short guardrails for tall ones in many RWG tiles
  • Increased AI distance they will attack a target above them
  • Bucket collects water from further away
  • Removed ‘HitInfo’ from ItemInventoryData with the goal of phasing it out entirely, simplifying the transition of player inventories to use TransactionalInventories
  • Storm prefab changes, render alignment to Local, initial speed to align with new direction and come at camera
  • Removed old non-timesliced POI reset path and console command
  • Metal is now default graphics API on Mac
  • DirectX12 is now a supported graphics API on Windows, but is not set as default
  • Updated Russian localization for statUndeadDamage to clarify the direction of damage in relation to undead entities
  • Updated stun baton to not ragdoll zombies when Nerd Tats buff is active and not using a repulsor mod
  • Fixed close SFX when looting an air supply
  • Sleeper volumes to never respawn instead of at 30 days if loot respawn is set to never
  • Increased animal and zombie falling damage when in ragdoll

Fixed

  • Lab zombie excessive arm ragdoll after death
  • Zombies being crippled would not change their walk type until they jumped
  • Zombies would lose their crippled walk when crouching ended
  • Celebrate and Headshot modes now do not affect passive animals
  • Animals could climb ladders or float on ladders
  • AI would try to jump when at their move destination and it was off the ground but within their reach
  • Updated Zombie Boar and Grace with missing zombie tag
  • ExperienceGain property in the wrong location for zombieSteveCrawler
  • 3rd person Shovels are slightly offset
  • Pickaxe 3rd person pose was clipping by default
  • Ally status gets automatically removed
  • Hot and Cold weather screen effects do not persist on relog
  • Disconnecting players would not drop their tool belt items if attached to a vehicle with drop on quit
  • Auto-complete harvest challenges when harvesting is disabled
  • Data Management Client Player names are EOS strings
  • Players moving up stairs can get stuck or slowed going through a doorway
  • Shotgun Messiah Vol 7 perk not working
  • Smell does not fully clear in water on clients
  • Player smell values were not being saved properly
  • Smells remain after smells are turned off
  • Physician perk not working client to client on dedicated server
  • First aid kit and sewing kit not working on client to client heals
  • Striking a tree as a client causes an ArgumentNullException
  • Players can use the copy shape command to by-pass and use bulletproof glass shapes
  • Guns don’t reload fully if ammo is split between tool belt and backpack
  • Character creator doesn’t catch same names with different casings, throwing an NRE
  • Honey Tea, Honey Brisket, and Honey Glazed Sham count towards the Infection challenge
  • Honey Tea counts toward the Dysentery challenge
  • Smells from multiple players was using the farther player for AI notification
  • Tagging issue to allow Breaching Slugs to work on Treasure Map Chests
  • Updated logic on biome hazard reducers to allow speed boost when biome progression is off
  • Jumping above a zombie will frequently cause them to enter destroy area mode
  • Repair tools no longer contributes to the scrapping challenge
  • Ragdoll of players is not respecting set duration and now uses half the duration an AI would receive instead of always 1 second
  • Changing the RWG Preview Quality has a high chance of crashing Steam Deck
  • Chunk biome decoration did not mark the south neighbor chunk’s area as occupied
  • Grass heavily bleeding into asphalt when placed outside of roads
  • Rarely chunk decorating could throw a biome data error, blocking chunk updates and then the world may not reload
  • Moon cloud glow was not centered on moon
  • Fixed water meshes using legacy generation logic in builds. Activated NEW_WATER_MESH define by default. This improves water mesh generation behavior and performance
  • Frequent memory cleanup hitches while chunks generated
  • Sleepers had too short of a kill off timeout
  • RWG residential tiles were often in town centers instead of commercial
  • Terrain missing near water
  • Chunks regenerating after delayed updates may not update all layers in the same chunk
  • Error during RWG gen when POI prefab XML doesn’t have the PrefabSize property
  • Height map processing doesn’t allow for lowering terrain height and copies heights incorrectly for prefabs with blocks below the ground level
  • RWG preview error with street tile stamp if missing road shape
  • Flipped localization for Left/Right tall guardrails
  • Electric Fence Post rotation goes out of alignment
  • Multiblock helper rotation would sometimes not visually match placement rotation
  • Trees sometimes don’t fall over or make a sound when harvested
  • Misaligned verts with pipe_corner
  • Issue that would hide faces on arch_curve_top_double_bottom
  • Ensure non-support blocks fall properly during building collapse
  • Volume balancing on some Trader Hugh lines
  • Vending machines are missing interaction SFX for other players
  • Pipebomb and dynamite ignite sounds play once when using the item, and a second time when the item is thrown
  • SFX for landing fired more than once when playing in Multiplayer
  • Pump Shotgun sound effects didn’t play in 3rd person
  • Grenade pullpin SFX was triggered more than once when pressing the RMB
  • Stun baton didn’t play the right SFX (according to its charge level)
  • Removing Land Claim didn’t play the corresponding SFX
  • Loud volume of trees falling
  • Recog grab and place SFX liquid when should be pills
  • Lower volume when firing an AK-47 or M60
  • Item_stack controller rounds fractional pixels to floor int
  • Editor save not triggering when only door lock state has changed
  • Added guards to chunks during copy that may have been unloaded from chunk sync
  • Wrong casing in gameevents.xml for twitch_blastResist
  • Replaced second onSelfBuffStart trigger for Drone Buckethead gameevent with onSelfBuffUpdate
  • Gravity actually resets between different worlds
  • Set PumpShotgun and LeverActionRifle to use fixed speed instead of ReloadSpeed parameter
  • Playstation DualSense Edge controllers are now recognized and supported on Windows and Mac via USB, and Linux support via SDL is unconfirmed but may work
  • Connecting a Dualsense controller on windows after the game starts now still gets trigger effects
  • Trader quest tier reset when all quests are done could happen early or not at all
  • Debug screenshots no longer include Tile information
  • Player armor visually unequipped on death
  • Prefab Editor: Highlight Blocks auto re-enables when loading a POI
  • Fixed issue with KeepOpen packets and TwoWayDictionary can now manage mutable hashes (e.g. TileEntities)
  • Multiblocks that cross multiple chunks could cause stability issues
  • Forward holding positions cause pauldrons to clip badly into the arms on the Samurai Outfit
  • F11 debug block info very small when running high resolution
  • Vehicle lights are out of sync and sometimes turn back on
  • Buried Supplies generate in POI bounds causing fail on activation
  • XP Modifier was using the wrong value set
  • Water in RWG maps can initially be missing
  • Changing ammo type mid-reload plays broken reload animation
  • PS5: Server Browser List can cause “Rate limit exceeded” TRC check warning
  • Unable to undo “replace paint” action in prefab editor
  • Cannot zoom in close on borders of Navezgane map
  • An issue that could duplicate items in vehicle inventories
  • Rally markers may not show for other players

Known Issues

  • Some outfits may display incorrect arm models for male and female characters.

Recently, a big update was released which added quality of life improvements and fixes. Unfortunately, players are experiencing a number of issues. Today’s 7DTD patch 1.030.002 will fix a few of these issues.

Download free 7 Days to Die console patch 1.030.002 on PlayStation 5.

Jack Johnson
Jack Johnson
Jack focuses on sports games, covering everything from FIFA and NBA 2K to arcade-style hits. When not analyzing roster updates or gameplay mechanics.