Excavation
Specialist: Miner
Ore, stone, and Core Samples.
Public test · Live
Purgatory / Navezgane County, Arizona
Pick a past life. Master a trade. Own your place in a living economy, inside a quarantined zone that never lets you rest.
The Vision
Project Orpheus began with a simple question: What if 7 Days to Die could offer more than surviving another Bloodmoon?
What if your choices shaped how you survived? If mastering a trade mattered as much as mastering a weapon? If every player had a place in a living economy, and the world gave you reasons to keep coming back?
Orpheus is an independent overhaul built around that vision. An attempt to expand the survival experience into something deeper, where progression, cooperation, and discovery are as important as the fight to stay alive.
This is what 7 days to die should have been. So I'm building it.
Lloan Alas - Project Orpheus
Join the mission
Follow active development, testing notices, and deployment updates with the KOBK Gaming community.
The work is unfinished
You don't get to stay dead. The Program won't allow it.
You already know this world. Navezgane. The Duke running everything from behind his casino. The traders scraping by under his thumb. The dead that never stop coming. We didn't replace any of it, we asked the question the base game leaves hanging: what actually happened here, and why can't anyone leave?
Our answer is Project Orpheus, a buried program that tried to reverse death and instead made it permanent. It's why the county is sealed, why the dead keep rising, and why you, specifically, keep waking up after every death. You're not a random survivor. You're an asset the Program refuses to let go.
This is our take on 7 Days to Die's story, taken seriously and pushed all the way down.
Containment designation: Purgatory
The zone is made of the thing that's killing you. It's called the
Anima, it's in the stone, the water, the animals, the dead, and it's
both the disease and the only road to a cure. So survival here isn't
scavenging, it's extraction. Every swing, every harvest, every kill
feeds one economy. Learn to work it and you won't just survive the
zone, you'll run it.
Some of what follows is straight from 7 Days to Die. Some of it is
us digging into the questions the base game leaves open. Here's the
short version of what you'll run into:
15 Trades. No permanent class. In progress
Learn by doing. Master a Trade. Become the person everyone else needs.
Specialist: Miner
Ore, stone, and Core Samples.
Specialist: Forager
Wild plants, herbs, and finite finds.
Specialist: Farmer
Crops, Engineered Seeds, resistant strains.
Specialist: Tracker
Game, hides, antlers, and rare biomass.
Specialist: Processor
Meat, hides, fats, and biological materials.
Specialist: Researcher
Infected tissue, Anima samples, and reagents.
Specialist: Leatherworker
Leather, tallow, cordage, bone meal, and glue.
Specialist: Blacksmith
Ingots and Tempered Stock.
Specialist: Alchemist
Medicine, Reagents, Serum, and refined Anima.
Specialist: Cook
Rations, Stim-Brews, and preserved food.
Specialist: Gunsmith
Firearms, ammunition, and match-grade parts.
Specialist: Armorer
Armor, sealed gear, and Trauma Plates.
Specialist: Machinist
Vehicles, power, turrets, and Affinity Mods.
Specialist: Warden
Blocks, traps, Resonant Core upgrades, and Anchor Cores.
Specialist: Fixer
Contracts, requisitions, procurement, and relics.
One Major. Two Minors. Swap affinity mods anywhere. In testing
Affinity Mods are equipment, not permanent classes. Slot one Major to set your active role and two Minors to splash in effects from other lines. Run a Major long enough in the fight and it levels into its Master form, stronger, sharper, yours. You carry one role at a time, but you're never locked in: swap the loadout, swap the job you bring to the squad. Parties are hard-capped at 5 players.
Anchor / Voltaic
The Anchor builds resistance while stationary, shocks clustered enemies, and pulls pressure away from the squad. Guardian wards and Sustain healing extend the time an Anchor can hold.
Guardian / Bulwark
The Guardian deploys mitigation zones, resists knockback, shortens status effects, and improves revives. The Role rewards staying with the group and protecting a fixed line.
Disruptor / Ghost
The Disruptor opens from stealth, applies poison and disorientation, then controls groups already staggered by the Anchor. Recon marks make those effects bite deeper.
Recon / Oracle
The Recon identifies threats, marks targets, and exposes weak points. Marked enemies take more precision damage from every ally and remain visible long enough for the squad to focus fire.
Sustain / Field medicine
Sustain heals over time, cleanses status effects, and converts excess recovery into a temporary shield. The Role earns mastery through healing and mitigation as well as kills.
Equip → Play → Master
Slot a Major. That's your Role, right now. No commitment, no class lock.
Fight in that Role and your Major climbs. Kills and role-work feed its progress. You specialize by doing the job, not grinding a tree.
Max a Major and it becomes a Master Mod: a stronger, signature version of that Role's power. Proof you didn't just pick the role. You earned it.
The synergy web
Every Role stamps a status the others feed on. Marked, Staggered, Weakened, Warded, Mended. Two players combo. Five players turn a fight into a machine.
Solo, you trade raw power for adaptability. In a party, your Roles stack into one coordinated response.
The zone pushes back
Nothing here is free. Every system can turn on you, and every one of them is a lever you learn to pull before it pulls you.
On Bloodmoon nights the infected stop hunting you and lock onto the Resonant Core at the heart of your Holdout. Build it, defend it, hold till dawn.
Your body is gear. Fitness, Immunity, and weight rise and fall with how you live, so how you eat, sleep, and push yourself is part of the build.
The best loot sits in the biomes trying to kill you. Exposure stacks fast, only Alchemist serums, sealed armor, and resistance food get you into the deep zones and back out.
Pick who you were, then build who you are. One Past Life, 41 traits, every effect shown before you commit. The choice is permanent. Choose well.
Your stockpile is rotting right now. Farmers grow it, Butchers process it, Cooks preserve it, Alchemists stretch the clock. Feeding a full Holdout before a Bloodmoon is its own war.
Post bounties and requisitions through Fixers. Run Sigil Contracts with the right Role for easier clears. Bring all five roles and the hardest sites open up.
The zone keeps score. Documented feats unlock recipes, passives, titles, and Sequence Fragments. Titles stick to your Steam ID across wipes. You either did the work, or you didn't.
Buried across Navezgane are the Program's blacksites. Crack each one for a first-discovery reward, a piece of the truth, and gear the rest of the server hasn't reached yet. Be the first in.
The perk tree is rebuilt around how you actually play. Points go into the lines you use, and dead branches get cut. Your artisan build reflects your playstyle. Built on top of vanilla 7 Days to Die skills.
The Duke runs the casino economy. Traders scrape by under him. White River still has teeth. Pick your deals carefully, every side remembers who paid, who stole, and who walked away.
Fight in fives, one per Role. Belong to a Clan of any size, everyone's progress counts, no matter which party they run in.
Crafting decides what you carry in. Bosses decide what you're allowed to build next. Every tier up is a wall you break, not a bar you fill.
Better gear. Tougher enemies. Higher rewards.
Where everyone starts. Reliable, familiar, and nowhere near enough.
Named weapon lines with their own identity.
Boss-forged and infused with the Anima. An upgrade chain you climb by killing: Masterwork, then Blackline, then Genesis. No shortcuts to the top.
Ascension locked
The gear the unascended will never hold. God Forged and the Sentinel sets, earned only after you transcend.
Boss escalation Planned
Every boss you drop is a key. Hunt the Anima-Born, survive the Apex Horrors, and answer the World Bosses with your whole server. Each kill unlocks recipes, materials, and the next weapon tier you couldn't touch before.
Twisted by the Anima. Summon them, kill them, and rip the first Masterwork parts from the wreckage.
Multi-phase monsters that punish a sloppy team. Bring a real party, or bring a body bag. They drop the Blackline tier.
Endgame threats the whole server answers together. The only source of Genesis materials, and the rarest fight in the zone.
At maximum level, the real climb begins Live
Hit the ceiling and burn an Ascension Tome. Drop to level one, keep everything you learned, and rise again as a Sentinel. Five tiers. Each one buffs the players around you, unlocks gear the unascended can't touch, and paints a bigger target on your back. You don't max this game. You transcend it.
THE FIVE TIERS.
Climb them again and again. Each ascension makes you stronger, and
the zone angrier.
Gear the unascended will never touch. A taste:
The Program named these after old gods, because Anima-tech this far gone looks like myth. It isn't. It just does what nothing else can.
And these are just the first. New Sentinel weapon and armor lines keep coming.
The moment you rise, the zone notices. Elite reanimated spawn to hunt you. Power has a price, and everyone can see you paying it.
Ascension is not a victory lap. It is the moment the zone starts hunting you by name. Most players never see it. Will you?
Seasonal objective Planned
Every boss you drop, every fragment you bank, points to one place. Assemble the Sequence as a server, breach the Origin, and attempt the cure almost no server ever completes.
Finish it and your name goes in the history books, and you walk out. Extraction. Most never will. Will yours?
Boss kills, Fixer work, and Anima harvest feed Sequence Fragments. The whole server has to carry the count.
Ground zero opens when the Sequence is ready. What waits there is not a dungeon. It is the unfinished Project.
Survive the attempt. Earn the cure title. Walk out with personal Extraction. The season does not end. Your record does change.
Subject surveillance and personnel record Live
Every player has a personnel file. Kills, deaths, Certifications, Service Records, Sentinel tier, boss victories, titles, and cure participation are attached to it. WatchTower is the off-site record Lazarus uses to decide who returns.
Recovered from inside the perimeter
Gameplay captures, system demonstrations, environment studies, and development footage will be archived here as the overhaul enters playable testing.
Current development
Work is published with clear status. The roadmap tracks what is being explored, built, tested, and prepared for release.
Personnel files, permanent titles, Service Records, and Sentinel history. Polished and in use on the test server.
Trade progression, shared survival pressure, and the systems that hold the overhaul together.
Fifteen live Trades, milestone catalogs, Certifications, and specialist supply chains.
Affinity Mods, Major and Minor slots, party statuses, and role mastery.
Discovery order, power requirements, first-find rewards, and archive delivery.
World bosses, Sequence Fragments, cure participation, and Extraction.
Declassified answers
No. The overhaul is designed for dedicated servers and vanilla clients. Server systems, XML, progression, and supported server-side hooks carry the experience.
No. Trades improve through use. Certification rewards mastery and specialist output, but universal basics stay available and other Trades can still be learned.
No. Your equipped Major Affinity Mod defines your current Role. Change the Major and your Role changes with it.
No. The cure is an optional community objective. It awards a permanent season title and unlocks personal Extraction for qualifying players. Wipes remain scheduled.
Levels, equipment, and bases reset. WatchTower preserves titles and honors tied to your personnel record.
The project is in active development. Testing and access details will be posted through the KOBK Gaming community - we have a collection of channels for different projects.