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SuperDummy 0.2.3 — Forge Edition
SuperDummy 0.2.3 — Forge Edition
Build around a 3D reference, reuse entire sections of a prefab and check structural support as you work.
Added
- GLB reference models. In Inspector > References, place multiple guides and adjust their position, rotation, opacity and dimensions. Switch between Textured and Solid. Reference settings are saved in the adjacent
.superdummy.jsoneditor file. Use Locate model... to reconnect a moved GLB. Game exports contain the blockwork. - Group editing. In Select, click one block or drag to select a region. Use Ctrl+C or Ctrl+X, then Ctrl+V to preview a copy or move. Turn or tilt a group in 90° steps with the mouse wheel or Ctrl + wheel. Each confirmed placement, move or deletion is one Undo step.
- Structural stability. Open View > Structural stability to see support estimates for blocks and terrain. Optional warnings appear beside the placement preview. Results depend on the editor's ground assumptions.
- Block health. Set remaining HP in the Inspector and see the damage state on supported models, including compatible doors.
Changed
- Shared Studio controls make the Inspector more consistent.
- The Mosaic dialog previews the image before it paints the wall. Large Mosaic and Fill operations show progress while the scene updates.
Fixed
- Group placement previews stay aligned when the prefab grows. Rotation arrows stay readable from farther away.
- Esc cancels an active ruler measurement or laser placement. The V picker remembers the last shape category.
- A crash while preparing a light-block preview and unreadable characters in sleeper-volume labels.
Download and start
Download SuperDummy-0.2.3-forge-edition-windows-x64.zip and extract the entire archive into a new folder. Keep assets and resources beside superdummy.exe, then run the program. Open Help > User guide for the walkthrough and tool instructions.
Requires Windows 10/11 x64, a Vulkan-capable GPU and your own compatible 7 Days to Die installation. Keep the GLB source files you reference. Save often and keep separate copies of important work. Emergency crash recovery is still planned.
Project and screenshots · Full changelog · Roadmap · Report a problem
SuperDummy 0.2.2 — Forge Edition
SuperDummy 0.2.2 — Forge Edition
Released 31 October 2026. Paint, picture mosaics and practical measurements for your prefab workshop.
Paint and finish your build
- A dedicated Paint tab: Paint, Area, Fill, Mosaic, Pick and Eraser, with tool symbols, custom cursors and clear outlines of the surfaces that will change.
- Face / Block coverage where supported. Block affects all confirmed paintable sides of the chosen blocks.
- Paint and Eraser work while you drag, show the actual result during the stroke and create one Undo step when you release. Esc cancels the unfinished stroke.
- Area offers square, horizontal and vertical stamps, adjustable size and a choice to include separate surfaces. Fill follows one connected flat region with a matching finish and stops at gaps, corners and different finishes.
- A starting-plane lock and horizontal/vertical stroke directions help keep paint on the intended wall, floor or ceiling. The eraser has its own size control.
- Pick returns to the previously used paint tool after taking a sample. Right click opens a compact settings menu for the current tool.
Turn a picture into a wall mosaic
Load a local PNG/JPEG and select two corners on a solid vertical wall. Mosaic chooses from the game's existing paints, so the result is ordinary prefab paint data, without a custom-texture mod or the source picture in the game pack.
- The loaded image and thumbnail stay available throughout the program session.
- Compare Fit / Crop / Stretch, Colour / Grayscale, Smooth / Sharp / Preserve outlines and optional gentle colour blending.
- See a prepared preview beside the settings, then apply the whole mosaic as one Undo step.
- Image detail is limited by the number of block faces and the game's palette. Small features and exact colours cannot always be preserved.
Measure and align
Open Inspector > Tools > Measurements:
- Ruler: press R, then press, drag and release to read a distance and its X/Y/Z spans. Snap to the 1 m grid and keep the result if wanted.
- Laser level: Ctrl+L places or moves one point with six red axes and metre marks; Ctrl+Shift+L clears it.
- Construction guides: XZ/XY/YZ reference planes, Auto with axis views, spacing and offsets, main axes and edge rulers. G toggles the guides; L toggles all measurement helpers.
All three work with perspective and orthographic views. They are session helpers: they are not saved as game blocks or markers.
Camera, layout and editing fixes
- Num 1 / 3 / 7 for front/right/top; Ctrl for opposite views; Num 5 for perspective/orthographic; Num . to frame the selection or prefab. Orthographic depth clipping was corrected.
- Save a local prefab to remember its camera view in a small adjacent
NAME.superdummy.jsoneditor file. It is not required by the game and is not packed into exported mods. - Inspector tabs are Block, Markers, Library, Paint and Tools. Sleeper volumes and road exits are collapsible sections under Markers. Ctrl+I reopens the last tab; the chosen panel width is remembered.
- The bottom status bar stays visible across the window.
- Opening a dialog while flying releases the mouse and stops the camera. Closing the dialog leaves pointer mode; use Tab or a fresh middle-button press to fly again.
- Undo/Redo no longer put away the placement tool. A Move/Duplicate grab is safely released if history changes its source. Shape searches in V are kept for the session.
- Updated beginner help, tool instructions and shortcuts.
Updating and first steps
Download SuperDummy-0.2.2-forge-edition-windows-x64.zip from Assets and extract the entire archive into a separate folder. Keep assets and resources beside superdummy.exe. No Rust or Bevy installation is needed; GitHub's automatic Source code archives are not the Windows application.
Use Help > User guide for the beginner walkthrough, painting and measurement instructions. Existing local prefabs and preferences remain in their own folders.
Export is optional. A saved LocalPrefabs building with suitable World placement choices can be considered when generating a new world. Export mainly helps restrict biomes or prepare a mod folder to share; it does not save your working document.
Requirements and current limits
Windows 10/11 x64, a Vulkan-capable GPU with current drivers, and your own compatible 7 Days to Die installation. The development baseline is 3.3.0 b18; game assets are not included.
Save often and keep separate copies of important work. There is no emergency autosave or crash recovery. Water editing, mod-added block loading, whole-room move/copy and special mechanisms such as gas valves are not included. Very large prefabs can still load slowly, use substantial memory or become difficult to edit.
Painting is limited to supported game-paintable surfaces. Area/Fill require supported grid-aligned planes; Mosaic requires a solid rectangular vertical wall and uses the existing game paints, not arbitrary new textures. Measurement helpers are not saved between program sessions. Reported application checks cover specific workflows, not every asset, save/failure case or in-game combination. Release preparation does not include a new GUI or game test run.
Project and screenshots · Report a problem · Roadmap · Support development
Download verification
- Windows x64 ZIP:
SuperDummy-0.2.2-forge-edition-windows-x64.zip - Size: 41,498,079 bytes
- SHA-256:
50ba366b56460d5b369fd6a5a68091147ebe7ee7e8c4517032a5fc0cd878fa8d - The matching
.sha256file is attached below. The archive CRC and all 48 internal SHA256SUMS entries were verified.
SuperDummy 0.2.1 — Forge Edition
SuperDummy 0.2.1 — Forge Edition
A focused patch for more comfortable prefab editing, with improved selection, placement and controls, plus configurable Undo history.
Highlights
- More predictable building: improved attachment previews, selection of thin and rotated shapes, and targeting of open doors.
- Clearer rotation and controls: an amber rotation guide, consistent Esc cancellation and right-click context menus.
- Better road-exit and sleeper-volume editing: independent editing sessions, clearer handles and panels, and helpers that disappear when their layers are hidden.
- Configurable Undo history: step and memory limits in Settings > General, with compact Undo/Redo counters on the status bar and commands in Tools.
- Small workflow fixes: a missing-location reminder before saving, corrected blank Library thumbnails and an Inspector that stays hidden when no prefab is open.
Undo history
- Configure Undo steps (1–1000) and Memory limit (16–2048 MB) under Settings > General > Undo history. Defaults are 100 steps and 256 MB.
- Undo and Redo share the same budget. The memory limit may reduce the available steps before the step limit is reached.
- Expiring old undo steps does not remove their edits from the prefab or from subsequent saves.
- The status bar shows Undo: U/L · Redo: R. Hover for combined usage, estimated memory and the next available operations.
- Use Tools > Undo/Redo, Ctrl+Z, Ctrl+Shift+Z or Ctrl+Y in Edit mode.
- After history has been trimmed, Revert all changes restores the session's starting state and clears the Undo/Redo window.
- The memory limit covers retained operations only; the document and additional history bookkeeping use memory outside this budget.
Other changes
- A 254-layer prefab-editor compatibility profile, while preserving oversized imports. This is not a claim of completed in-game height-boundary testing.
- Clearer optional development support, without automatic reminders.
- Updated built-in help for the revised editor workflow.
Updating
Download SuperDummy-0.2.1-forge-edition-windows-x64.zip from this release's Assets section and extract the entire archive into a separate folder. Keep assets and resources beside superdummy.exe.
Your saved local prefabs and preferences remain in their own folders. No Rust or Bevy installation is needed. GitHub's automatic Source code archives are not the Windows application.
Requirements and limitations
Windows 10/11 x64, a Vulkan-capable GPU with current drivers, and your own compatible 7 Days to Die installation. Game assets are not included.
Save often and keep separate copies of important work. Emergency autosave and crash recovery are not included. Painting, water editing, mod-added block loading and region editing remain outside this patch. Very large prefabs can still load slowly or use substantial memory.
The development baseline is 7 Days to Die 3.3.0 b18. Reported checks cover specific editing cases, not every model, game mechanism or mod.
Report a problem · Roadmap · Support development
Verified download
- Windows x64 ZIP:
SuperDummy-0.2.1-forge-edition-windows-x64.zip - Size: 40,559,522 bytes.
- SHA-256 checksum file.
b7010c546564f30ecb324cda637c1b358c567059d29fea23f78db0ca2cea941b
SuperDummy 0.2.0 — Forge Edition
SuperDummy 0.2.0 — Forge Edition
From viewing to creating.
This release turns the prefab viewer into a practical editor: start a new build,
place and adjust objects, configure supported gameplay data, save your work,
and try it in 7 Days to Die.
Build and edit
- Create an empty prefab or start with a flat ground layer.
- Select, move, duplicate, pick, rotate, insert and delete individual objects,
including supported multiblock objects, with placement previews and Undo/Redo. - Find blocks and variants in the Library and pin frequently used choices to
Quick Blocks. Player blocks and developer visibility have separate filters. - Save and Save As, a saved-state indicator and prompts when leaving unsaved
work help keep the working document and its destination clear. - Set the ground level explicitly and inspect the working and saved sizes.
Optional trimming removes empty margins from the saved copy.
Doors, lights, signs and sleepers
- Non-powered doors, shutters, hatches, roll-up gates and drawbridges use shared
endpoint poses from game assets, rather than a hand-maintained model table.
The current profile covers 82 models / 539 definitions; coverage in code is
not a claim of exhaustive manual acceptance. - Independent State and Lock switches edit supported door records.
A duplicated door keeps Open/Closed but starts Unlocked with fresh access data. - Supported lamps have a per-instance State switch.
- Supported writable signs and crates have editable text.
- Place sleeper points and edit the supplied basic spawn-volume/group tools.
Preview counts do not predict the exact enemies spawned during play.
World placement and road connections
- Prefab Settings offers plain-language location choices and an Advanced tag
field. Settings changes join the document's Undo/Redo history. - Add, edit, duplicate, move, resize and delete road-exit markers, with snapping
to the working boundary and connection-center/width helpers. - A corrected ground level was checked in the game without the earlier raised
plot; reported wilderness road approaches reached the prefab correctly.
Export is not required for world generation. A saved prefab in the game's
LocalPrefabs folder can be selected when it has suitable location tags. Restart
the game and generate a new world; the generator still decides whether it fits.
Optional Export for game… packages one prefab as a mod folder. Its main
additional placement control is a selected-biome rule; it also makes sharing
easier. It includes current document edits but does not save the working source.
Export settings can be loaded from an existing pack or chosen from the direct
subfolders of a parent folder. Missing location tags block ordinary-building
export with a route to Prefab Settings. After export, folder buttons and copyable
installation instructions explain the next steps. Nothing installs itself.
Rendering and usability fixes
- Corrected per-face frame/glass materials for affected ShapeNew windows.
- Added supported skinned endpoint geometry for moving doors and gates.
- Fixed the chain-link rail family's inherited ModelOffset exclusion: affected
previews no longer sit half a block too low. Saved cell positions are unchanged. - Improved camera controls, consistent Studio dialogs and reusable state
switches. The bundled guide now includes a beginner's complete first-prefab
walkthrough and explains Save versus optional Export.
Compatibility and limits
The development and reported game checks used 7 Days to Die V 3.3.0 (b18).
The user confirmed the reported placement/ground/road cases and a selection of
editing/rendering cases, not every model and workflow.
- Base-game assets are read from your own installation; mod-defined content and
combined mod configuration are not fully supported. - Powered devices, electrical simulation and the elevator test profile are not
included in the non-powered door workflow. - Water editing, region/group building tools and crash recovery are not added
by this release. Save regularly and keep copies of important work. - The preview does not simulate structural stability, enemy AI or runtime
triggers. Scenic Terrain is presentation scenery. - Separate canvas-sign libraries still have explicit save restrictions.
- The game's own storage-prefab save failure in 3.3 b18 remains a game-side
limitation; it was reproduced with a game-created chest as well. - Export does not create distant
.mesh/.insfiles or a new thumbnail. - Base placement checks do not resolve every mod's rule order. The Forest/Snow
examples confirm placement there, not exhaustive exclusion of other biomes. - Large prefabs may need substantial memory and load time.
Download and update
Unpack the Windows x64 ZIP into a new folder and run superdummy.exe. Keep
assets and resources beside it. Open Help > User guide for the first
steps. The package has no installer and includes no game assets.
The accompanying .sha256 file identifies the ZIP for download verification.
SuperDummy is an unofficial fan-made tool, not affiliated with The Fun Pimps.
SuperDummy 0.1.0 — Water Edition
SuperDummy 0.1.0 — Water Edition
Explore 7 Days to Die prefabs outside the game, preview your own creations, and present them with a cinematic orbit camera.
Download for Windows x64 · SHA256 checksum · Project homepage
What's new
- Water Edition: animated water surfaces and refraction, improved shore coverage, and fixes to terrain transitions.
- Materials and lighting: improvements to vegetation transparency, glass, screen lighting, and animated torches and candles.
- More consistent lamp shadows: choose a limit of 3, 8 or 12 shadow-casting lamps; 8 is the default.
- Your own prefabs: switch between GAME PREFABS and LOCAL PREFABS, with a configurable local folder.
- Prefab thumbnails: save a clean view as a thumbnail for a local prefab, with confirmation before replacing an existing image.
- Cinema orbit: a single rotation or a continuous loop, selectable direction, 30 / 60 / 120 seconds per rotation, and optional hidden interface.
- Tilt-shift: an optional miniature-style effect during orbit.
- Fullscreen: press F11 to toggle borderless fullscreen, including during an orbit.
- Built-in Help: instructions for controls, features and graphics settings.
- Settings and loading: preferences stored in a consistent location, persistent caches, staged loading and an experimental depth prepass option.
You can also explore Scenic Terrain, adjust the time of day and image settings, and inspect POI and sleeper statistics.
Download and run
- Download SuperDummy-0.1.0-water-edition-windows-x64.zip using the link above or the Assets section below.
- Extract the entire archive. Keep the
assetsandresourcesfolders besidesuperdummy.exe. - Run
superdummy.exe. SuperDummy tries to find your game installation automatically; select the game folder if prompted. - Open Load POI and choose GAME PREFABS or LOCAL PREFABS.
Your own installed copy of 7 Days to Die is required. Game assets are not included, and the game installation is read-only.
GitHub's automatic Source code archives are snapshots of this distribution repository, not the Windows application. Download the named application ZIP.
Quick controls
| Action | Control |
|---|---|
| Start an orbit or enable tilt-shift | Tools → Cinema orbit… |
| Stop an orbit, even with the interface hidden | Esc |
| Save a local prefab thumbnail | Tools → Save prefab thumbnail… |
| Toggle fullscreen / windowed mode | F11 |
| Read the guide | Help → User guide |
The default local prefab folder is %APPDATA%\7DaysToDie\LocalPrefabs. You can choose another folder in the browser.
Settings are stored in %LOCALAPPDATA%\SuperDummy\settings.xml. If this file does not yet exist, an older settings file beside the executable or in the working directory can be migrated automatically; the original is left untouched.
Requirements and compatibility
- Windows 10/11, 64-bit, with a Vulkan-capable GPU and current drivers.
- 8 GB RAM minimum; 16 GB recommended. Large POIs can require substantial memory.
- A separate 7 Days to Die installation.
Tested with 7 Days to Die V 3.2.0 (b10), Steam build 24994517. Other versions have not been confirmed. Detecting an installation does not establish compatibility with every version.
Known limitations
- Mod-defined blocks and assets are not fully supported. Local prefabs using base-game blocks are supported; mod-dependent prefabs may have missing elements.
- Rendering is an approximation of the game. Water is a visual preview rather than a fluid simulation; flow, foam and underwater effects are not fully reproduced.
- Scenic Terrain is presentation scenery, not an exportable game world. The viewer does not simulate AI, physics, spawning or world streaming.
- Higher lamp shadow limits and tilt-shift can reduce frame rate. Depth prepass is experimental and requires a restart, as does directional shadow quality.
- Orbit does not avoid obstacles. Leave enough room around the prefab. Video recording requires an external capture tool.
- Thumbnails are 280 × 210 JPEG images. Replacing an existing thumbnail overwrites it at this size after confirmation; only local prefabs can be modified this way.
Feedback
Report a problem or suggest an improvement. Include your SuperDummy and game versions, GPU, prefab name, relevant settings, and a screenshot or short recording. Mention any required mods, and do not attach game assets.
The archive includes README.md, RELEASE_NOTES.md and the built-in Help articles.
Verify your download
SHA256 of SuperDummy-0.1.0-water-edition-windows-x64.zip:
66ADCC3A8F9D7075DB9004FC35CCF2BAA0D9E2C0687DD611AF7EDC9DA1A1DA0B
PowerShell:
Get-FileHash .\SuperDummy-0.1.0-water-edition-windows-x64.zip -Algorithm SHA256SuperDummy is an independent, unofficial fan-made tool. It is not affiliated with, endorsed by or supported by The Fun Pimps. 7 Days to Die and related names, trademarks and game assets belong to their respective owners. Game assets are not distributed with SuperDummy.
SuperDummy v0.1.0-pre.3
SuperDummy v0.1.0-pre.3
Windows x64 · early preview
Download the archive SuperDummy-v0.1.0-pre.3-windows-x64.zip, extract it and run
superdummy.exe. The archive includes README.md, RELEASE_NOTES.md and
LICENSE.md.
Highlights
- A full day–night cycle: the Sun and Moon move across the sky, with
twilight, stars and a proper night sky, plus an adjustable time-of-day clock. - Scenic Terrain — a generated 512 × 512 m landscape around the loaded POI,
with rolling hills, distant mountains, rocky slopes and snowy peaks, so a
prefab no longer looks like an island floating above nothing. - A natural ground material for the generated terrain, so the surroundings
look like landscape instead of roads or asphalt. - More game materials render natively: improved block materials (ShapeNew),
transparent glass, vegetation, terrain and tint-masked surfaces. - Real Point and Spot lights taken from the prefab, with lamp controls and
optional lamp shadows, plus animated, flickering torches and candles. - New image settings (exposure, contrast, saturation, gamma) and shadow
quality levels. - Reliable game installation detection across all Steam libraries and drives,
and a manual folder picker when detection does not find your copy. - Much faster POI loading thanks to caching and a reworked loader.
Fixes
- More stable rendering of some POIs (an invalid sampler combination could
previously shut the renderer down). - Fixed excessive self-illumination on some block materials.
- Fixed anisotropic texture samplers.
- Support for larger Unity
TypelessDatabuffers. - The inactive Sun/Moon no longer costs shadow work.
- Correct window, taskbar and Alt+Tab icon.
- Better Scenic Terrain blending with the prefab, including the open spaces under
broken bridges, and no asphalt hills (the generated ground uses a natural
ground material).
Performance
- An LRU cache for decompressed game bundles, and persistent on-disk caches for
the prefab tree, prepared textures and collider meshes. - Compressed textures (BC1/BC3/BC7) are uploaded to the GPU directly instead of
being decoded on the CPU first. - The
Game/Entity Tint Maskmaterial is processed on the GPU. - Staged, responsive loading: the interface stays usable while a POI is prepared.
- Reference result: the warm load time of
bus_stop_01was reduced from about
23 s to about 4 s. Results depend on the POI, hardware, storage and cache
state.
Known limitations
- Early preview: not every 7DTD material, terrain or prefab behaviour is
reproduced yet. - Large and complex POIs can still use a lot of memory and run at low frame rates.
- Scenic Terrain is generated presentation scenery — it is not the real 7DTD
world, it is finite, and it has no collision, physics or streaming. - Changing the directional shadow-quality level requires an application restart.
- Automatic installation detection targets Steam; other or portable installations
are selected with the folder picker. - Volumetric fog is not available in pre.3.
Requirements
- Windows 10 or Windows 11, 64-bit
- A Vulkan-capable graphics card with current drivers
- A legally obtained, compatible installation of 7 Days to Die
- 8 GB RAM minimum (16 GB recommended)
Game files and assets are not included; SuperDummy reads them read-only from
your own installation.
Download
- File:
SuperDummy-v0.1.0-pre.3-windows-x64.zip - Size: 37,613,893 bytes (~35.9 MiB)
- SHA256:
c6ea9914c2522e27dc6f6d0318cd3c8bdd454578fc29ac2065898cc552be4c03 SuperDummy-v0.1.0-pre.3-windows-x64.zip
Full documentation: https://github.com/xvgray/superdummy-releases
SuperDummy v0.1.0-pre.2
SuperDummy v0.1.0-pre.2
Second public prerelease of SuperDummy, focusing on terrain and vegetation
rendering plus new presentation controls.
SuperDummy is an unofficial 7 Days to Die POI viewer/editor.
What's new since pre.1
- Terrain rendering — Transvoxel-based prefab terrain, terrain textures,
3-texture blending, corrected compatibility with shipped TTS density data,
and improved terrain alignment. - Vegetation and trees — DistantDecoTree support, SpeedTree UV/material
support, alpha-cutout foliage, and fixed vegetation transparency. - View controls — new View menu toggles for Terrain, Shape Blocks, Props
and Trees, plus a "Show All" reset. - Presentation lighting — lighting presets: Editor, Sunny, Overcast and
Golden Hour. - Fog modes — Off, Atmospheric and Volumetric, built on native Bevy 0.19
fog systems. Atmospheric uses native distance fog; Volumetric adds native
volumetric fog with light scattering and is intended mainly as an optional
presentation/light-scattering mode. - Texture and runtime improvements since pre.1 — native BC texture
pipeline and lower GPU/RAM texture cost.
Known limitations
- Terrain and vegetation support is still prerelease / initial support, and
edge cases may remain. - Terrain collision is not supported.
- Lighting and PBR are not final.
- Some game asset/entity types may still be unsupported.
- Texture preparation can still be slow on very large POIs.
- This is a prerelease and rendering/import edge cases are expected.
System Requirements
- Windows 10/11 64-bit
- 8 GB RAM minimum
- 16 GB RAM recommended
- Vulkan-capable GPU
- Installed copy of 7 Days to Die
Large POIs can temporarily use several gigabytes of RAM and may take
noticeably longer to load, especially while textures are being prepared.
Tested Configuration
- AMD Ryzen 7 PRO 7735U
- AMD Radeon 680M integrated GPU
- 16 GB RAM
- Windows 11
- Vulkan renderer
This is a tested configuration, not the minimum requirement.
Download
Download:
SuperDummy-v0.1.0-pre.2-windows-x64.zip
SHA256:
9803330C3AC8ABA66C9CB5E70D4D594B7B3ED0684CAFB282D449A634EBACB0B8
Support
SuperDummy v0.1.0-pre.1
SuperDummy v0.1.0-pre.1
First public prerelease of SuperDummy.
SuperDummy is an unofficial 7 Days to Die POI viewer/editor.
Highlights
- Browse and load POIs directly from an installed copy of 7 Days to Die
- ShapeNew geometry and paint support
- ModelEntity loading
- Texture and material support
- Sign rendering
- Responsive staged POI loader
- Real loading progress and POI preview
- Safe POI scene switching
- Persistent cache
- Runtime logging
- English user interface
Known limitations
- Terrain support is incomplete
- Terrain collision is not supported
- Some Billboard / DistantDecoTree / ModelEntity assets may be unsupported
- Lighting and PBR support are not final
- Texture preparation can be slow for very large POIs
- This is a prerelease and rendering/import edge cases are expected
System Requirements
- Windows 10/11 64-bit
- 8 GB RAM minimum
- 16 GB RAM recommended
- Vulkan-capable GPU
- Installed copy of 7 Days to Die
Large POIs can temporarily use several gigabytes of RAM and may take
noticeably longer to load, especially while textures are being prepared.
Tested Configuration
- AMD Ryzen 7 PRO 7735U
- AMD Radeon 680M integrated GPU
- 16 GB RAM
- Windows 11
- Vulkan renderer
This is a tested configuration, not the minimum requirement.
Download
Download:
SuperDummy-v0.1.0-pre.1-windows-x64.zip
SHA256:
692dbd94e002f9cea0a2b19998ba6e150cfd5f1be85df351c77fd8caaeb2f3c1