High-Performance Systems Engineering, Engine Infrastructure, & Zero-Overhead Tooling for 7 Days to Die
HordeForge is an open-source engineering collective dedicated to pushing the performance, stability, and scale limits of 7 Days to Die dedicated servers.
Our suite spans low-level Mono/IL reverse engineering, a zero-allocation native server rewrite in Zig, adaptive C# runtime overload governors, continuous eBPF/GC telemetry, synthetic 100+ client protocol load generators, neural combat bots, 1:1 GIS planetary terrain streaming, and server-side behavioral anti-cheat.
| Hybrid Product Name | Repository URL | Internal Mods/ Folder |
Tech Stack | Role & Description |
|---|---|---|---|---|
| ⚡ BloodWire (ZDTD Engine) |
hordeforge/zdtd-server |
(Native Server) | Zig |
ZDTD — Zeven Days to Die: A zero-allocation, high-throughput dedicated server written from scratch in Zig targeting the stock client wire protocol. |
| 🔥 Crucible (EfficientServer) |
hordeforge/7dtd-server-optimizer |
0_HordeForge_Crucible |
C# (.NET 4.8) |
HordeForge EfficientServer: Adaptive overload governor, AI LOD throttling, and runtime Harmony performance patches for stock Mono dedicated servers. |
| 🌍 Pangea (RealEarth) |
hordeforge/7dtd-realearth |
HordeForge_Pangea |
C# / Python GIS |
RealEarth: 1:1 scale Earth terrain engine for 7DTD featuring offline tile packing, longitude wrap, and dynamic tile streaming. |
| Hybrid Product Name | Repository URL | Internal Mods/ Folder |
Tech Stack | Role & Description |
|---|---|---|---|---|
| ☣️ Geiger (Server APM) |
hordeforge/7dtd-server-apm |
HordeForge_Geiger |
C# / Python / SQLite |
HordeForge Server APM: Performance monitoring, eBPF kernel profiling, eGC freeze detection, and automated regression gating (EfficientTelemetry). |
| 😱 Screamer (LoadGen) |
hordeforge/7dtd-loadgen |
(CLI Tool) | C# (.NET 8.0) |
HordeForge LoadGen: Headless LiteNetLib synthetic protocol client generator for high-concurrency 100+ bot server stress testing. |
| 🛡️ Vanguard (Playtest Runner) |
hordeforge/7dtd-playtest |
(Python Test Runner) | Python 3.13 / C# |
Vanguard: End-to-end automated scenario test suite driving stock 7DTD clients to verify server state and fidelity. Suites are declarative JSON (what runs, where, which world, which mods); the C# catalog owns how each case drives and asserts. |
| ⚡ Hotwire (FastConnect) |
hordeforge/7dtd-fastconnect |
HordeForge_Hotwire |
C# |
HordeForge FastConnect: Client utility for direct-IP joining, EULA/intro boot skipping, and headless client test launching. |
| 🏠 Safehouse (Lab Isolation) |
hordeforge/7dtd-sandbox |
(CLI / Docker) | Shell / Python |
Safehouse: Steam-free client and dedicated-server instance isolation for every harness. The sb CLI owns the game bases, per-instance game trees and port blocks, serverconfig and admin rendering, mod staging, bring-up and teardown. Nothing above it execs a dedicated server. |
| 👁️ Deadeye (Vision Review) |
hordeforge/7dtd-vision-review |
(CLI Tool) | Python 3.11+ |
HordeForge Deadeye: Shared vision-model review gateway that submits a clip plus the author's recorded intent to a vision-capable model and returns structured, advisory feedback for the asset pipeline and playtest suites. |
| Hybrid Product Name | Repository URL | Internal Mods/ Folder |
Tech Stack | Role & Description |
|---|---|---|---|---|
| 🛡️ Landclaim (ServerGuard) |
hordeforge/7dtd-server-guard |
HordeForge_Landclaim |
C# (.NET 4.8) |
HordeForge ServerGuard: Server-side behavioral anti-cheat, inventory conservation enforcement, and state transition validation. |
| 🤖 Clanker (FPS Bots Mod) |
hordeforge/7dtd-fps-bots |
HordeForge_Clanker |
C# / TS / Python |
Clanker FPS Bots: Dedicated FPS combat bots with realistic movement heuristics, GA-trained neural decision brains, and Web UI. |
| 🏰 Outpost (Server Container) |
hordeforge/7dtd-server-container |
(Podman Container) | Podman / Shell |
HordeForge Server Container: Production Podman container templates, staging orchestration, and systemd deployment. |
| 📜 Schematics (Engine Research) |
hordeforge/7dtd-engine-research |
(Documentation) | Markdown / Cecil |
7DTD Engine Research: Reverse-engineering narratives, Mono IL decompilations, game loop maps, and wire protocol specs. |
| 🧫 Quarantine (WasmHost) |
hordeforge/7dtd-wasm |
1_HordeForge_WasmHost |
C# / Rust / C / Zig |
HordeForge Quarantine: Embeddable WebAssembly sandbox host that runs untrusted mods (wasm32-wasip1) under fuel, memory, and module limits behind a documented ABI. |
| Hybrid Product Name | Repository URL | Internal Mods/ Folder |
Tech Stack | Role & Description |
|---|---|---|---|---|
| 🔨 Anvil (Mod Template) |
hordeforge/7dtd-mod-template |
(Scaffold) | Shell / Python / C# |
HordeForge Anvil: One-command scaffold for new 7DTD mods — modlet layout, net48 Harmony project, hot-reloading TOML settings component, offline test gates, and the working discipline baked into every generated repo. |
| 🏭 Shamway (Asset Pipeline) |
hordeforge/7dtd-asset-pipeline |
(CLI Tool) | Python 3.11 / C# (Unity Editor) |
HordeForge Asset Pipeline: Builds a mod-owned Unity AssetBundle, or synthesizes texture, audio and text bundles with no editor at all, behind offline gates for the silent failures a successful Unity build does not catch. |
| 🧩 Unityz (Unity Asset Toolkit) |
hordeforge/unityz |
(CLI / Library) | Zig |
Unityz: Reads, extracts, edits, verifies, and diffs Unity asset files, bundles, and streamed sidecars without the Unity Editor. |
| 🔧 Wrench (Mod Settings) |
hordeforge/7dtd-mod-settings |
Wrench |
C# (.NET 4.8) |
HordeForge Wrench: In-game Mod Settings screen in the options menu — lists every installed mod shipping a Config/<Mod>.toml, edits values in place (comments and layout survive byte-for-byte), and reports live hot-reload by the target mod. No registration API: the TOML file is the whole integration surface. |
HordeForge projects follow a strict evidence-driven development loop:
flowchart TD
subgraph Research ["📜 Reverse Engineering & Specs"]
RES["hordeforge/7dtd-engine-research<br><b>📜 Schematics</b><br><i>IL Decompilation & Protocol Specs</i>"]
end
subgraph CoreRuntimes ["🚀 Core Dedicated Server Engines"]
ZDTD["hordeforge/zdtd-server<br><b>⚡ BloodWire</b><br><i>Native Zig Dedi Engine</i>"]
OPT["hordeforge/7dtd-server-optimizer<br><b>🔥 Crucible</b><br><i>EfficientServer Governor</i>"]
end
subgraph LoadAndGuard ["⚡ Load Testing & Security"]
LOAD["hordeforge/7dtd-loadgen<br><b>😱 Screamer</b><br><i>100+ Bot LoadGen</i>"]
GUARD["hordeforge/7dtd-server-guard<br><b>🛡️ Landclaim</b><br><i>Behavioral Anti-Cheat</i>"]
end
subgraph TelemetryAndWorld ["📊 Telemetry & World Engine"]
APM["hordeforge/7dtd-server-apm<br><b>☣️ Geiger</b><br><i>Server APM & Profiler</i>"]
REAL["hordeforge/7dtd-realearth<br><b>🌍 Pangea</b><br><i>1:1 GIS Earth Engine</i>"]
end
subgraph ContentPipeline ["🏭 Mod Content Pipeline"]
SHAM["hordeforge/7dtd-asset-pipeline<br><b>🏭 Shamway</b><br><i>Gated AssetBundle Build</i>"]
end
subgraph ModHost ["🧫 Mod Host & Sandbox"]
QUAR["hordeforge/7dtd-wasm<br><b>🧫 Quarantine</b><br><i>Wasm Mod Sandbox Host</i>"]
end
subgraph BotAndAutomation ["🤖 Automation & Scenario Testing"]
PLAY["hordeforge/7dtd-playtest<br><b>🛡️ Vanguard</b><br><i>Scenario Test Runner</i>"]
BOT["hordeforge/7dtd-fps-bots<br><b>🤖 Clanker</b><br><i>Tactical FPS Bots</i>"]
CONN["hordeforge/7dtd-fastconnect<br><b>⚡ Hotwire</b><br><i>Direct IP FastConnect</i>"]
SAFE["hordeforge/7dtd-sandbox<br><b>🏠 Safehouse</b><br><i>Lab Instance Isolation</i>"]
end
RES --> ZDTD
RES --> OPT
RES -->|Asset URI & Bundle Rules| SHAM
LOAD -->|Synthetic Protocol Clients| ZDTD
LOAD -->|Synthetic Protocol Clients| OPT
LOAD -->|Protocol Validation| GUARD
APM -->|Baseline & eBPF Metrics| OPT
APM -->|Evidence Regression Gate| LOAD
PLAY -->|Real-Client Fidelity| ZDTD
PLAY -->|Real-Client Fidelity| OPT
PLAY -->|Direct IP Join| CONN
SAFE -->|Isolated Instance, Ports, Config| PLAY
OPT --> GUARD
OPT --> REAL
OPT --> BOT
HordeForge maintains the canonical 7 Days to Die Modding Best Practices Guide for V3.2.0+ (Henpocalypse). Key engineering rules include:
- Mod Hierarchy: Clean separation between XML XPath modlets, compiled C# Harmony DLLs, and standalone native server engines.
- Load Order Rules: Alphabetical
Mods/scanning conventions,0_prefixing for early-loading performance governors, andModInfo.xmlspecifications. - EAC-Off Guidelines: Rules governing Easy Anti-Cheat enforcement (
-noeac) for C# code mods while maintaining vanilla client join compatibility. - Asset URI Protocols: Texture, UI atlas, audio, and AssetBundle URI formatting (
#@modfolder:...), gated offline by 🏭 Shamway. - Distribution Hygiene: Flat zip structures (
Mods/<FolderName>/ModInfo.xml) preventing nested directory bugs.
Four tiers, one direction of dependency (ADR 0001):
| Tier | Repository | Owns |
|---|---|---|
| Provision + environment | 🏠 Safehouse | Steam-free game bases, one isolated game tree and port block per instance, serverconfig and serveradmin.xml rendering, mod staging, bring-up and teardown |
| Harness | 🛡️ Vanguard | Driving a real client, asserting observable state, scoring the run |
| Cases | Vanguard (stock fidelity) and each mod repository (its own) | Declarative suite JSON plus the IScenarioProvider the refs point at |
| Production | 🏰 Outpost | LAN deployment. Playtest reaches it attach-only and read-only, and never deploys, stages or restarts it |
A run picks two axes rather than one fused target: who owns the server process
(managed on a Safehouse instance, or attach to one already running) and
which server is under test (stock dedicated or BloodWire). A suite declares the
world it needs as serverconfig properties, so an A/B of one setting is two
suite files differing by one line.
- Evidence Over Claims: Lower CPU usage alone is not an acceptance criterion. Performance improvements are validated using identical worlds, seeds, duration, and bot counts captured via
7dtd-server-apm. - 20 TPS Target: Dedicated servers operate on a strict 50 ms tick budget (20 TPS). We optimize for low latency, zero GC pauses, and bounded memory allocation.
- Clean Boundaries: Measurement (
7dtd-server-apm), optimization (7dtd-server-optimizer), client testing (7dtd-loadgen), and security (7dtd-server-guard) live in independent repositories and DLLs. - EAC-Off C# Modding: All C# code mods require Easy Anti-Cheat to be disabled (
-noeac) on the server. Vanilla clients can join7dtd-server-optimizerandzdtd-serverwithout client-side mods.
All HordeForge projects are licensed under open-source software licenses (MIT or Apache-2.0).
7 Days to Die is a registered trademark of The Fun Pimps Entertainment LLC. HordeForge is an independent open-source project and is not affiliated with or endorsed by The Fun Pimps.