Seven: The Days Long Gone snags a demo, an update and a sale


I was really tempted to pick up stealth-action RPG Seven: The Days Long Gone over Christmas, but three things stopped me. 1) I wasn’t sure I’d like it, 2) most people said it was buggy and 3) it was priced just a little bit too high. Yesterday, those sneaky devs and publishers launched a three pronged attack to win over me and my fellow free-running fence sitters, and by ‘sneaky’ I mean ‘smart and good’.

The game now has demo that lasts about an hour, an update that’s cleared up a bunch of bugs and improved some core parts of the game, and a 30% discount that lasts until January 29th. After playing the demo, I’ve somersaulted off my fence of indecision and landed on the side that’s left me £19.59 out of pocket but with a promising RPG to sink my teeth into.

Let’s take a quick look at Patch 1.0.7 first, as it seems like a significant overhaul to how some of the stealth systems work. Here’s the dev’s summary of the major changes:

  • Improved combat behaviours for humanoid enemies, it will be much harder to just spam normal attacks in order to kill an opponent. Enemies will also try to flank the player while in a group,
  • Improved NPC reactions to combat, dead bodies, knocked out friendlies and noise,
  • Reworked disguise mechanics; introduction of officers, removed reactions to player footsteps for normal guards while disguised, improved NPC reactions to disguises,
  • Limited NPC hearing in Z axis which means that they will no longer hear player’s footsteps from above or below,
  • Fleshed out AI State feedback. NPCs will now correctly display if they heard or saw the player.

You can read the full patch notes here.

There are lots of things that I like so far about Seven: The Days Long Gone, and a few little things that I don’t. I’m surprised at just how sold I am on the setting: it’s a world that revolves around the search for and use of ancient technological artefacts created by a long dead civilisation. While I don’t expect those artefacts to be quite as exotic as those in Torment: Tides of Numenera, I’m excited to see what Fool’s Theory do with the idea.

While the tutorials have been expanded with the patch, they could still do with some work. It didn’t tell me that disguises were a thing until I tried using the clunky inventory system to don the garb of a guard I’d just killed. On the one hand, that resulted in a cool ‘I wonder what would happen if…’ moment – but it also meant I spent a good 15 minutes trying and failing to sneak through in a less Hitman-ey way.

I’m still getting my head around what you can and can’t climb, but the answer seems to be ‘nearly everything’. Alec was a big fan of the movement, too:

“Not quite parkour, and not as elegantly-realised as an Asscreed or Mordor, but certainly it’s a giant step towards the idea of creating your own path across the map – vanishingly rare in RPGs, which for years have been content for us to trudge back and forth along prescribed routes. The thought, now, of playing a roleplaying game in the Baldur’s Gate, Fallout or even Mass Effect idiom in which I could not climb onto most any surface or hide in most any bush is very hard to countenance.”

You can grab the demo from either Steam or GOG. It’s 30% off on both sites until January 29th, putting it at £19.59/$20.99/€20.99.


  1. hundtand says:

    A shame there’s nothing addressing the shaky optimization hiding in the patch notes, I’ve been eager to see stable frame rates in this game since release. Besides that complaint which is preventing me from enjoying the game the way I’d like, the world really is engaging; even overwhelming. In a very positive sense of the word.

  2. Phantom_Renegade says:

    What I really want is for steam to allow me to buy artbooks without having bought the game. A lot of these games just look like they’re a drag to play, but man does the art look good. I see the artbook is 3.50, just let me buy that without dropping 20+ on a game I’m never going to play anyway.

  3. ZippyLemon says:

    Yo title is broken

  4. suibhne says:

    It’s a little bizarre to see a complaint about price. Seven debuted at $30, which is a whopping 50% off the regular “AAA” game price in the market these days. I’m not saying $21 isn’t even better, but $30 is a pretty darn fair price point in the first place. This is a great full-length game, if you can tolerate some of its rough edges (and those keep getting smoothed, patch by patch).

  5. Kingseeker Camargo says:

    Since someone over there finally got around to buy the thing, is there finally gonna be a proper WiT for this?

  6. Mezelf says:

    I can’t get over how bad the title of this game is. It’s so generic it confusingly resembles the title of another horribly named upcoming game: Day’s Gone.
    It also tells us absolutely nothing about the nature of this game. What kind of game is this title supposed to inspire in the minds of people casually browsing video games?
    If it doesn’t hint at what the genre of this game is, does it atleast tell us anything about the story?
    Well its Wikipedia page is about a tweet long so that’s useless. How about this article? Nope, nothing to be found here.
    Even the devs have a hard time describing what the hell this game is.

    This game almost deserves to fail based on its title. It’s like they don’t even respect their own game enough. Here we have an indie game that nobody wants to describe with a hipster title so bad it triggered me into this ridiculous rant.

  7. Tom_CV says:

    Since the demo is out you can check the game for yourself :) Also we are working on fixing the bugs :) Thanks for the feedback!

    Best regards,
    Community manager
    IMGN.PRO and Fool’s Theory Team