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Navezgane just got a serious shake-up. The 2.0 update, officially called Storm's Brewing, stacks several new survival systems on top of the existing apocalypse: progressive biomes, weather that actively wants you dead, two fresh special infected, and a Discord-shaped overhaul of multiplayer plumbing. Below is a clean breakdown of what changed, organized by what actually affects your playthrough.

Flat biomes are gone. Every region outside the starter Pine Forest now carries its own environmental hazard, and clearing that biome's challenges earns you a Biome Badge from any nearby Trader. Think Boy Scout merit badges, except the wolves are radioactive.
The order, from gentle to nightmarish:
Each hazardous biome carries seven challenges, including wearing the right armor (or carrying the previous badge), harvesting biome-specific resources, crafting hazard remedies, mining specific ores, killing biome-native enemies, looting inside the biome, and spending a set amount of time there. The progression system is on by default but can be toggled off in game or server options, which also disables the biome hazards and badge requirements.
Each biome has its own progressive loot stage cap. Caps lift automatically when you step into a harder biome, and clearing the next biome's challenges raises the ceiling in the one you came from. Disable Biome Progression and the cap disappears entirely.
Dominant ore types were redistributed to push players out of their comfort zone:
You can still find any ore anywhere, just in much smaller volumes. If you want real yield, head to its native biome.
The legacy weather code was scrapped and rebuilt. Five storm types now roll through the map with random frequency and duration, and severity scales with biome danger. Biome Badges do not protect against storms.
When a severe storm starts, you get a warning siren plus a HUD message reading either "Storm Warning! Seek Shelter!" or "Storm Warning! Leave Biome!" depending on whether you already hold the badge. A 60 second timer counts down. Once it expires, the message escalates to "Seek Shelter Now!" or "Leave Biome Now!", and a Buff timer appears on the left side of the screen showing how long until damage starts.
Find sufficient shelter and the HUD swaps to "You are safe from the storm". Quick shelters and first aid kits both stretch your survival window if you get caught out. If you have not earned the relevant badge yet, shelter only blocks the storm itself. The underlying biome hazard remains active and still demands its own resistance gear.
Storm Frequency is configurable from 0% (disabled) up to 500% (five times more often), so if you want chaos, you can have it.
Navezgane was rewired to play well with the new progression:
Nearly 140 new POIs are landing in 2.0:
Tier 4 and Tier 5 sites feel notably different thanks to scripted spawning, crawl-out points, and wandering sleepers.
Two new special infected join the lineup:
Plus two higher-tier game-staged classes:
Spawning logic also improved. Zombies can now crawl out of much tighter spaces, and many POIs were retrofitted to exploit those entry points. Larger POIs lean harder on scripted spawning, which boosts both performance and pacing. Roaming enemies appear more frequently inside Tier 4 and Tier 5 sites.
A new General Perks tab houses skills that no longer need to live under a specific attribute:
The vacated slots were filled with new perks. Every attribute now has 10 perks at 5 levels each, plus a new Mastery Perk set that unlocks at attribute level 6.
Highlights of what changed inside each attribute:
A new book series dedicated to the sledgehammer:
Pick a friend on new save creation and you start near them. There is also a new "back to main menu" button before joining a game, so nobody gets stuck mid-load. The feature works for crossplay if both of you are Discord friends. One restriction: with biome progression enabled, you cannot spawn near a friend who is currently sitting in a hazardous biome.
Discord voice chat is now the default in 7 Days to Die. You can either link your main Discord account or use an anonymous one if you would rather not.
The integration covers:
Up to 8 players from different platforms can share a dedicated server. Console players see compatible servers in their region's browser, and incompatible settings hide the server from view. You can keep playing on multiplayer with console clients even when the host is offline.
Hosting Xbox Series and PS5 clients requires the following in `serverconfig.xml`:
PS5 and Xbox Series clients cannot join modded dedicated servers. New configuration options added: `BiomeProgression`, `StormFreq`, and `AllowSpawnNearFriend`.
A new custom flag per quest type now shows above shared quest POIs. If your party holds different quest types at the same POI, every unique flag renders, with a green light next to your own.
A long list of new usable handheld items with custom animations: a labeled can for every canned food, tintable liquid jars for every drinkable item, a stew bowl, a plate dish, generic wrapped parcels, steroids, and a pill bottle.
You can now wear armor for protection while keeping a separate cosmetic outfit on top. New cosmetic DLC and Twitch Drops are also being added for 2.0, so you can unlock and flaunt your own loadout.
All trees were unified onto the same SpeedTree shader with reduced draw calls. Burnt Forest, Wasteland, and several other tree variants got a stylistic refresh. Wind settings were retuned across all trees for consistency with the new storm system. Sub-biome foliage got more believable clearings and denser perimeter growth without tanking framerates.
Nvidia DLSS is now available under Video > Display > Upscaler Mode. It renders the scene at a lower resolution and reconstructs a higher resolution image using AI models, motion vectors, and prior frames, giving you more headroom for either frame rate or graphical fidelity.
For the full official changelog, see the Storm's Brewing release notes.
Come chat with us and we will get back to you as soon as possible!
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