7DaysToDie3.2
7 Days To Die V3.2.0 Is Now The Stable Build (August 26, 2026)
latest_experimental on August 19 (Steam build 24825789) and was promoted to the default public branch a week later. It now replaces V3.1.0 "Henpocalypse" as what your players get by default. A server left on Default Public Version will take this update, so read the server-behaviour changes below before your next restart rather than after it.
entitygroups.xml, they need re-checking before you go anywhere near this build. Details below.
Is V3.2.0 out?
Yes, and it is now the stable build. It went up on the latest_experimental branch on August 19, 2026 and was promoted to the default public branch on August 26, 2026, replacing V3.1.0, which had been stable since July 27.
This is consistent with what The Fun Pimps said they wanted after 3.0: smaller, more frequent updates instead of long alpha cycles. V3.2.0 is a couple of features plus a fix pass, not a headline release.
The experimental window ran seven days, in line with the roughly five-day promotions on the previous two cycles. The Fun Pimps used the stable announcement to confirm a dedicated team for these smaller releases, separate from the teams building major versions, so 3.3 and beyond should arrive on a similar cadence.
What comes after 3.2
Asked directly on the release thread whether 3.3 and 3.4 would be QoL and bug fixes only, TFP's faatal answered that they "will contain a variety of changes based on what is ready to release". That is deliberately non-committal, but it confirms two more numbered updates on the small-release cadence before the next major milestone, and it matches how 3.1 and 3.2 were assembled: whatever cleared testing, shipped. The bigger swings - bandits above all - remain a V4.0 conversation, and our 2026 roadmap tracks where each of these releases sits in the plan.
How to get it on PC
Nothing to opt into. V3.2.0 is the default public build, so Steam updates you on the next launch. If you had opted into latest_experimental for the preview week, switch back to the default public version under Properties > Game Versions & Betas so you stay on the branch everyone else is on.
Back up the save you care about before the first launch on a new build. That is ordinary practice on any version bump, not a warning specific to this one.
The Fun Pimps did not mention Xbox or PlayStation in the stable announcement. V3.1.0 shipped to PC and both consoles on the same day, so check your platform's store rather than assuming either way.
The two headline features
Honk to open trader doors
Your vehicle's horn now opens the outer doors at traders, so you can pull up to Rekt without dismounting. Not every door responds to every vehicle, and on-screen text tells you when you are close enough for it to work.
To stop this from opening doors you did not mean to open, a new door variant called oldWoodDoorNoHonk was added for trader interiors. It has replaced the interior oldWoodDoor in Rekt, Hugh and Joel, so inner doors stay shut when you sound the horn outside.
The Combine Station is readable now
The Combine Station UI was reworked so the result and its final stats are visible before you commit to the combine. A plus marker flags items that have already been combined, and combining is now an explicit button press instead of something that happens implicitly while you are arranging items.
This mostly matters because the old flow made it easy to destroy a good roll by accident.
What actually matters if you run a server
The feature list is short. The server-side changes are the reason to read the patch notes at all.
| Change | Why it matters on a dedicated server |
|---|---|
| Custom POIs pushed server to client | The server sends a minimal metadata package for custom prefabs. Historically players joining a modded server had to get custom POIs out of band themselves. |
| Screamer chain-spawning removed | Screamer spawns were commented out of the screamer scout groups in entitygroups.xml. Screamers no longer call more screamers, which removes a well known runaway-spawn load spike. |
| Sleeper spawn checks optimised | Player-visibility checks for sleeper spawns are cheaper when players are far away. A CPU win that scales with map size and player spread. |
| Auto turrets lose stability support | Auto turrets no longer support stability and can no longer be placed on walls. Existing wall-mounted turret designs are affected. |
New AllowDecorations prefab property | Separates world decoration inside POIs from the TraderArea setting. The obsolete AllowTopSoilDecorations was removed. |
Four of those deserve a caveat rather than a celebration.
Do not skip the fix list, because one entry in it changes how you fight. "Demolition zombies not exploding from client damage" is filed as a bug fix, but what it means in practice is that demolishers now detonate from damage dealt by a client, where previously they did not. On a dedicated server, every player except the host is a client. If your group has been comfortably shooting demolishers because nothing ever went off, that habit is now expensive. This was the change the release thread singled out as the one buried in the wrong section.
The custom POI push is the biggest operational change in the release, and it is worth being precise about what actually changed. Before 3.2, the server already synchronised world and chunk block state, which is why a custom POI could physically appear and be walkable for a client that never installed it, console players on crossplay servers included. What was never transferred was the prefab data itself: imposters, POI identification, key racks, buttons, triggers and custom-POI quest behaviour could all break, because the client had blocks, not a POI. The 3.2 server-to-client metadata package addresses that missing layer. What remains unproven, and the release-thread discussion landed in the same place, is whether it also fixes quests at custom POIs - the Stay Within breakage server owners have reported since 2.5. The patch notes do not claim it does. Treat custom-POI questing as untested until someone demonstrates it on this build.
The screamer change is the one most likely to break a modlet. If any modlet on your server overrides entitygroups.xml, it will still apply its own version of the file and may put the chain-spawn behaviour straight back, or conflict in a messier way. Diff your modlet against the new file before you run this build.
The auto turret change is real and players noticed immediately. It is in the patch notes and it was confirmed by players on the release thread within hours, one of whom pointed out they had been putting a plank under wall turrets purely for looks and now have to do it for real. There is a secondary, unconfirmed report that placement still appears to be permitted and the turret then falls and breaks, with a pink outline as the "cannot place" indicator. If you build with wall turrets, test on a throwaway base first.
Other changes
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Cooking pot, cooking grill and anvil requirement logic fixed, so a held one no longer influences cook time
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Campfires can morph terrain like other blocks again
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Junk loot and general trader inventory can supply cotton when Crop Yield is set to none, which unblocks a progression dead end on low-yield rulesets
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Timid animals detect threats better
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New buff icons for the chicken stress events introduced in 3.1
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Some Chinese localization clarified
Fixes
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Being unable to craft lower-tier items after unlocking them
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Demolition zombies not exploding from client damage
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Rabbits running too slow
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Permadeath not granting Base Skill Points on death
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Loot Max Tier clamping user mods
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Entities causing blocks to collapse during chunk resets
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The "Failed to search EOS servers" popup
If you run mods, check these before updating
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entitygroups.xml- the screamer scout groups changed. Any modlet overriding this file needs a diff. -
Prefab properties - if you author or ship POIs,
AllowTopSoilDecorationsis gone andAllowDecorationsreplaces part of what it did. -
Trader interior doors -
oldWoodDoorNoHonkreplacedoldWoodDoorinside Rekt, Hugh and Joel. A modlet that edits those trader prefabs may now be editing a door that is no longer there. -
Turret-based base designs - wall mounting is gone, so any prefab or blueprint that mounts auto turrets on walls needs reworking.
Overhaul mods will not be on 3.2 immediately. Darkness Falls, Undead Legacy, Ravenhearst and the rest pin a specific game build and recertify after a stable lands, so expect a lag of days to weeks now that 3.2 is the default. Our one-click modpacks stay on the stable line for that reason.
Reported but not confirmed
These came from players on release day. None of them are TFP statements and we have not reproduced any of them. They are here because if you are hitting one of them, it helps to know you are not alone, and because they are the sort of thing an experimental branch exists to surface.
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Quest progression settings on a dedicated server reported broken for at least two patches, and not addressed in 3.2
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Clothing disappearing from an existing character, icon and all, with no option to equip newly found clothing. The same player reported a fresh save behaved normally, which points at a save-migration issue rather than a general one
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Items lost through the world after a crash (a drone and a truck) with no way to recover or re-acquire them
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Crossplay still not working, reported several days before the 3.2 build
One report from the same thread did get a staff answer: for player-placed vending machines dumping their inventory after changing the trader-restock sandbox setting, TFP's Dollie replied that the issue "should have been fixed already" and asked anyone still hitting it to file a bug report with reproduction steps. If that one bites you on 3.2, a report is explicitly wanted.
If you can reproduce any of these, they are worth reporting now that 3.2 is the build everyone is on.
A note on the honk feature
Opening trader gates from a vehicle has existed as a community mod for a long time, and the reaction on release day was a mix of "about time" and irritation that a modder's idea shipped as a vanilla feature. That is a community sentiment, not something we can adjudicate, but it does answer a practical question: if you were running a remote-gate modlet, you can probably drop it on 3.2, and you should check it for conflicts rather than leaving it stacked on top of the vanilla implementation.
Frequently asked questions
Is 7 Days to Die 3.2 out?
Yes, on the default branch since August 26, 2026. It replaced V3.1.0, so it is what you get if you do nothing.
What is the current stable version of 7 Days to Die?
V3.2.0, stable since August 26, 2026. It replaced V3.1.0 "Henpocalypse", which held the default branch from July 27. See the full V3.1.0 notes for what that release changed.
When did V3.2.0 go stable?
August 26, 2026, seven days after it opened on latest_experimental.
What will be in 3.3 and 3.4?
TFP has not published contents for either. Asked on the release thread whether they would be QoL and fixes only, TFP's faatal said they "will contain a variety of changes based on what is ready to release" - so the small-release cadence continues, with scope decided by what clears testing. The larger features, bandits included, belong to the V4.0 discussion.
Should I put my server on 3.2?
Yes, and it will get there on its own. 3.2 is the default branch now, so a server on Default Public Version takes it at the next update and clients match. What deserves a look first is the server-behaviour list above, particularly any modlet touching entitygroups.xml.
Is 3.2 on Xbox or PlayStation?
The stable announcement covered the Steam release and did not mention console. V3.1.0 went to PC, PlayStation and Xbox on the same day, so console parity is the recent pattern, but check your platform's store rather than taking it as given.
Do I need to start a new world for 3.2?
Nothing in the notes forces a new world. Back up before the first launch on the new build anyway, as with any version bump.
Will my mods work on 3.2?
Check before you rely on it. Overhaul mods pin a game build and recertify after a stable lands rather than during the experimental week, so expect a lag of days to weeks. Small modlets often carry over, but any modlet touching entitygroups.xml is specifically at risk this patch.
Did demolishers change in 3.2?
Effectively yes, though it is filed as a fix rather than a change. Demolition zombies now explode from damage dealt by a client, which they previously did not. On a dedicated server everyone except the host is a client, so a group that had gotten used to shooting demolishers safely needs to unlearn that.
Does 3.2 fix the screamer horde problem?
It removes screamers calling more screamers, which is the runaway part. Screamers still spawn from heat as normal.
Related
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V3.1.0 Henpocalypse - the previous stable build, and what 3.2 replaced
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V3.0 Dead Hot Summer - the major release the 3.x line is built on, including the 150-option sandbox layer
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V4.0 - the next major update, no date, and where bandits actually stand
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SandboxCode generator - build and encode your ruleset in the browser
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How to install modlets - and how to check one against a new build
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7 Days to Die Roadmap 2026 - where 3.2 sits in the wider plan
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Official 7 Days to Die news on Steam - the studio's own release announcements
entitygroups.xml before that restart rather than after.
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