Mod: Darkness Falls

If it seems as though I fell into a hole… I kinda did. Specifically, in the form a mod for 7 Days to Die called “Darkness Falls.”

I have mentioned it before, but 7 Days to Die (7DTD) is a game that somehow pushes all the right buttons for me. It has zombies, crafting, loot progression, skill points and XP, base building, a sort of tower defense angle (during the 7th day Blood moon), resource gathering, scavenging post-apocalypse buildings, and so on. A lot of those mechanics synergize with each other in interesting ways too. For example, you have to weigh the costs/benefits of clearing buildings of supplies versus mining for resources to build out your base to survive the Blood moon every 7 days. And knowing that a horde of strong zombies will be able to hone in on your position on a regular schedule gives meaning and structure around your day-to-day decisions.

The base game has been really good over the years, despite it still being in Alpha, but after 200+ hours the novelty wore off. Updates are more often on a yearly cadence, and sometimes the improvements are a step backwards in some respects. In Alpha 19, for example, loot progression has been tied to one’s “game stage.” What this means is that if you end up clearing out the Shotgun Messiah weapons factory early on – a sort of Tier 5 (the highest) dungeon – the big loot at the special chamber will include… Stone Axes and maybe a Blunderbuss. This was done to prevent people from potentially cheesing hard buildings and walking away with an AK-47 within the first two days, but come on.

In any case, Darkness Falls is one of the many (!) complete overhaul mods available for 7DTD. It takes the current game (A19.4) and rolls back some of changes made over the years while adding new enemies, new resources, dozens of new dungeons, and an actual endgame. The core gameplay loop is still there, including the Blood moon. But now you can choose two classes (out of 8) when you roll a character, and each class has exclusive access to some of the new (or old) mechanics. If you max those classes out, you can collect Skill Notes to build another class book and start unlock additional perks.

I have played so much in the last two weeks that I have perhaps burned myself out on it. Also, sometimes the mod just trolls you a bit. In some of the “custom” added dungeons, for example, they will have a full room of zombies just pop out of a wall and mob your face within seconds. Under default settings, you drop all your loot on death, and thus be extra boned from such maliciousness. I have tweaked my own settings so that I get to keep whatever is in my toolbar, so I don’t accidentally get stranded 2 km from my body, naked and alone.

So, yeah, that is what I have been up to. Like I said, I may be on the tail end of being burned out from playing the mod for so long. At the moment, I am stalling before heading into the endgame biome because I know that’s where the demons are and I don’t exactly have the proper endgame weapons/armor to take them on in a straight-up fight. But I am also getting concerned that the “surprise room of demons” gimmick is in my near-future and I don’t like it. That sort of thing would work better in co-op or something. When it’s just you, there is every incentive to cheese the zombie AI as much as possible to survive. Which… works, but also kinda sucks.

Posted on May 28, 2021, in Impressions and tagged , , , , , . Bookmark the permalink. Comments Off on Mod: Darkness Falls.

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