DEVELOPMENT STORY
Behind the Scenes
It began with a single notebook.
This server is the final beta test. Test results may require a world wipe, specification changes, or an emergency stop.
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It began with a single notebook
This MOD began as one 200-page A4 notebook.
I finished writing it near the end of last year. It held the story, its setting, and even the names of the weapons. God-Steel, Ancient, and Heaven all began as scribbled notes on those pages. The plan for the trilogy is there too.
What I released this time is only part of it: the first part of a trilogy. The rest is still waiting inside that notebook.
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It started when one server came to an end
Last year I ran a server called Heaven and Hell.
When it ended, I wondered what I should do next. This was the answer.
There are wonderful 7 Days to Die MODs from all over the world. But there are very few large MODs built around a story written in Japanese. I decided that meant I should make one myself.
A large story-driven MOD, written in Japanese by a Japanese creator.
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The one thing I would not compromise
Before development began, I made one decision.
Large MODs are often said to require powerful computers, and many really do. New models, sounds, and visual effects naturally add weight.
But that limits who can play.
So this MOD uses only assets already included in the game. It adds no original models, sounds, or visual processing. What I added is story, systems, and new combinations.
That made development harder. Instead of simply adding a new enemy, I repeatedly rebuilt existing enemies into new roles. Because of that choice, people joining the server install nothing, and they do not need to replace their PC.
I kept that promise to the end.
I would never make something that only people with expensive PCs could play.
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Why it launched in seven languages
The MOD includes English, Japanese, Russian, German, Spanish, Portuguese, and Korean from the start.
There are two reasons.
First, I want people from many countries to play it. For a game enjoyed around the world, releasing only in Japanese felt like a missed opportunity.
Second, I would be happy if it helped people discover Japanese culture. The MOD includes names from Japanese mythology, scenes from Japanese working life, and Japanese food: sukiyaki, bells, signal fires, and even the idea of the overworked office worker. If someone overseas stops and asks, “What is this?”, making it was already worthwhile.
The translations are not perfect. I do not speak all these languages, so I have relied heavily on machine assistance. If you find something strange, please tell me. I will fix it.
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What comes next
Part One is now out. Parts Two and Three are waiting, and they are already written in the notebook.
If this MOD finds its footing and earns enough support, I am also thinking beyond the trilogy: a completely new large MOD with a fresh world and premise. I hope I can reveal it somewhere one day.
That is still far ahead. First, I want to deliver this trilogy to its end.
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The one thing I try not to forget
I am, first and foremost, a video streamer—not a MOD author.
Some days I honestly wonder whether it is right to spend this much time on a MOD.
But the purpose is still to help many people enjoy this game. That is the same thing I have always tried to do through streaming. I tell myself there is no contradiction in that.
I wanted to hear someone who played it say, “That was fun.” That is why I wrote the notebook, turned it into something playable, and came this far.
I hope you will stay with it through the final chapter.