7 Days Blood Moons: Roadmap, Problems, and How It Could Be Saved
7 Days Blood Moons launched with disastrous numbers and a thin roadmap. Here’s a breakdown of what went wrong, why the new plan isn’t enough, and the drastic moves—free-to-play, marketing, and console crossplay—that might actually save it.
- Launch stats: low sales, tiny player counts, and negative reviews
- Roadmap hits and misses (Twitch integration, Endless Night, new maps)
- Recovery ideas: free-to-play, cosmetics, smarter marketing, console ports
Launch by the numbers: 7 Days Blood Moons in freefall
Despite the 7 Days to Die franchise selling 20M+, 7 Days Blood Moons peaked at 366 players on launch, now dipping to 5–7 off-peak. Steam reviews sit ~59% negative, sales estimates hover 6k–12k (likely lower), and Twitch averages ~19 viewers—more viewers than players online. For a PvP-only game, that’s catastrophic.
Roadmap rundown: what’s planned
- Twitch integration: Baffling priority given microscopic viewership.
- Endless Night mode: Good change—extends matches beyond the arbitrary four-day cap.
- Maps: Six planned (two live) for nine total eventually; more arenas won’t fix core depth.
- New zombies/skins: Billy Banjo and Rodeo Clown—oddly shown in marketing but not shipped.
- QoL: Matchmaking, tutorial, open lobbies/mid-join, controller support, weapons, throwables, quest systems.
The core problem: 7 Days Blood Moons is too shallow
Even if every roadmap item lands, fundamentals remain weak: limited building, only one mode with two predictable playstyles, and survivors feel like a stripped-down 7 Days to Die. The Zombie Master is fun, but not enough to sustain a multiplayer ecosystem.
How 7 Days Blood Moons could be saved
- Go free-to-play: The $20 price doesn’t match the content. Drop the paywall to seed population.
- Monetize cosmetics hard: Skins, battle passes, events—players tolerate mediocrity if entry is free.
- Real marketing push: Target big 7 Days creators community) instead of dozens of tiny streams. Consolidate spend on a few major voices.
- Free weekend + discount at 1.0: Relaunch with a spike, or risk flatlining.
- Console ports + crossplay: A free console release with crossplay could deliver thousands of daily players.
- Add depth: Expand building, add more modes, and deepen survivor progression to avoid repetition.
Can the current roadmap save it?
On its own, no. The roadmap is mostly “nice to haves” that ignore foundational issues. Without free entry, deeper gameplay, and serious marketing, 7 Days Blood Moons will keep bleeding players.
What would make you play?
With peaks near 60 on weekends and single digits midweek, time is short. Would you return for free-to-play, console crossplay, new modes, or a richer building system? The devs need bold moves now.
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