Your first week in 7 Days to Die is not a tutorial checklist to rush through, it is a series of decisions under a clock. Every day ends with a night when zombies run, and the seventh night brings a horde that actively hunts you. This guide gives you a day-by-day route built around decisions, not a list of every system in the game: what to prioritise, what to postpone, and what to have ready before the sky turns red.
Day 1: shelter, tools, and the trader
Spawn, look around, and do not sprint everywhere: stamina is a resource, and a tired survivor fights badly. Gather wood, stone, and plant fibre, craft a stone axe, then a wooden club or stone spear, and a bedroll as soon as you can, because a placed bedroll sets your respawn point. Finish the starter quests in order, since they teach the basics, reward early skill points, and reveal the nearest trader, who becomes your quest hub and your safety net for buying and selling.
Before nightfall, take over a small structure and block its entrances with frames you can upgrade with your axe. You do not need a fortress on day one, you need a box zombies cannot walk straight into. Stay inside after dark, craft, cook what you can, and sort loot quietly. If you are caught outside at night, climb, break line of sight, and move toward your shelter rather than fighting a running pack in the open.
Stone axe, club or spear, bedroll, blocked shelter before dark
Starter quests first: they reveal the trader and pay early skill points
Days 2 to 3: food, water, and a real routine
Days two and three are about turning a lucky first day into a routine. Food and water are the quiet killers: low levels drain stamina and movement, and a survivor who cannot run cannot loot. Cook simple food, boil or find clean water, and keep a small reserve in your shelter rather than carrying everything. Loot kitchens, stores, and houses methodically, and read every magazine you find, because magazines, not skill points, unlock crafting recipes and better quality tiers.
Take your first trader quests now, starting with the easiest tiers near the trader. Quests give dukes, experience, and a reason to clear buildings you would otherwise skip, and they teach you the map around your base. Avoid the temptation to chase a distant city or a high-tier building: loot quality scales with your progress, so a building you clear too early pays less than the same building cleared a few days later with better gear.
Keep a food and water reserve at your shelter, not just in your backpack
Read magazines immediately; they are your crafting progression
Days 4 to 5: choose a fighting position
By day four you should stop thinking of your shelter and your horde base as the same thing. Your home base holds storage, crafting, and farming, and it is painful to lose. Your horde base is a compact fighting position you can afford to repair, ideally separate, elevated, with a single funnelled approach and a fallback exit. If you cannot build a separate horde base in time, harden one corner of a sturdy building, reinforce its supports, and plan to fight from height.
Spend these two days gathering cobblestone and wood, upgrading frames, placing spikes where zombies must approach, and stocking repair materials, bandages, food, and water at the fighting position. Test the route zombies will take to reach you: walk it yourself, look for the weak wall they will choose, and reinforce that wall first. A base that looks strong but has one thin side is a base with one obvious door for the horde.
Separate home base from horde base whenever you can
Upgrade the weakest wall first, not the prettiest one
Day 6: the full rehearsal
Day six is not a looting day, it is a rehearsal. Finish upgrades before evening, place a bedroll near the horde base as well as at home, and bring everything you will need for a long night: a melee weapon, a ranged weapon with the ammunition you can afford, repair materials, bandages, food, and water. Save any rare ammunition you cannot replace for the moments that matter, but do not hoard it so strictly that you die holding it.
Clear the ground around the fighting position, remove clutter that blocks your movement, and decide your fallback in advance: if a wall falls, where do you run, and what do you abandon? Tell yourself the plan before the red sky appears, because during a horde night you will not have time to invent one. Eat, drink, and repair before 22:00, when the blood moon horde arrives, and be in position early rather than sprinting home as the sky changes.
Day 7: the first blood moon
When the sky turns red, zombies sprint and seek you aggressively, so stay in your fighting position, fight through the funnel, and repair between waves whenever you get a quiet moment. Aim for the head, use spikes and choke points to slow the pack, and keep moving within your position rather than standing in one doorway until it collapses. If the position starts to fail, use your planned exit early: a living survivor with a damaged base is a better outcome than a dead survivor defending a perfect one.
After the horde thins, do not rush outside to loot in the dark: wait for dawn, repair, and count what broke before you celebrate. The first blood moon is a test of your funnel, your repairs, and your stamina management, not a test of how much ammunition you own. Whatever failed is your building list for week two, and fixing it now, while the lesson is fresh, is worth more than any single night of loot.
What to carry into week two
Week two begins with better questions than week one. You now know which walls the horde chose, which weapon felt reliable, and whether your trader route pays. Keep the routine that worked, upgrade the funnel that failed, and start thinking about a vehicle, since a bicycle, then a minibike, motorcycle, 4x4, and eventually a gyrocopter change how far you can loot and how fast you can return. Do not rebuild from scratch out of frustration: repair, reinforce, and let the second blood moon judge the improved version.
If the first horde goes wrong, recover fast
A bad first horde is not a failed playthrough, it is information. If you died, respawn at the bedroll near the fighting position, not at a distant home bedroll, and return while the night is still going if you can do so safely, because a horde that is already thinning is easier to finish than a fresh one. If the base fell, do not rebuild it in the dark: retreat to a secondary shelter, wait for dawn, and then assess with a clear head.
In the morning, list exactly what failed: which wall, which approach, which weapon ran dry, and whether you lacked food, healing, or repair materials. Fix one failure completely before fixing three failures halfway, and move your most valuable storage out of any structure that proved it cannot survive a horde. The second week is for the improved version, and players who treat a bad first horde as a blueprint usually survive the second one comfortably.

