
7 Days to Die has spent more than a decade surviving on sheer stubbornness and community willpower. Now it’s getting something very different: corporate backing from one of the biggest horror players in the industry.
Dead by Daylight creator Behaviour Interactive has acquired The Fun Pimps, the Texas studio behind 7 Days to Die, folding the entire team into its growing horror empire while promising more staff, more resources, and no shake-up to the game’s identity. On paper, it’s the classic indie-to-major arc. In practice, this could be the moment 7 Days either finally becomes the game its creators have been promising since 2013, or gets pulled into the harsher realities of live-service horror.
Most acquisitions start with a financial angle. This one starts with fatigue.
In a statement shared via Gematsu and echoed on Steam, co-founder Richard “Rick” Huenink spells it out: 7 Days to Die “has come far, but it’s still not where we want it to be,” and there are “so many amazing things we still want to add to the game.” Eurogamer notes the game has sold more than 20 million copies since its Early Access launch back in 2013 – a staggering number for a scrappy voxel zombie sandbox that started as a Thanksgiving dinner idea between two brothers.
The studio has grown from that duo to roughly 70 people. But despite the success, 7 Days to Die has always felt like a project slightly bigger than the hands building it. Years-long Early Access, slow but substantial updates, big mechanical overhauls that break saves, and constant talk of what’s still “planned” – it’s the textbook profile of a hit indie that never quite had AAA-scale resources to match its ambitions.
Behaviour’s acquisition, as covered by Game Developer, is framed as the answer to that mismatch: The Fun Pimps will keep leading all development, while Behaviour supplies production muscle and expertise so the team can “accelerate development of their existing roadmap.” In plain terms, this is about turning a hugely successful but perpetually in-progress survival game into something that can hit its targets on a more predictable schedule.
That goal lines up with players’ lived experience. 7 Days is beloved, but it’s also notorious for feeling like a never-ending beta. The real story here isn’t a studio being “rescued” – it’s a hit game finally admitting it needs a bigger machine behind it to finish what it started.
From Behaviour’s side, this is less about charity and more about building a horror cartel.
Speaking to GamesIndustry.biz, Behaviour CEO Rémi Racine calls 7 Days to Die a “stable IP” and says the deal pushes the company’s goal of “creating a portfolio of horror IP in the game space.” Dead by Daylight has already shifted over 60 million units in nearly a decade, and Behaviour also works with Red Hook Studios on the Darkest Dungeon series. Adding 7 Days to Die gives them a third pillar: a co-op survival sandbox with a fanbase that lives in it for thousands of hours at a time.

Isabelle Mocquard, Behaviour’s VP of product and executive producer, points out that what really impressed them wasn’t just the 20 million copies sold, but the “consistent growth over such a long period of time” in an era where even huge releases struggle to hold attention. 7 Days isn’t just big; it’s durable. Behaviour is essentially buying longevity – a proven horror playground with a playerbase that has survived Steam trends, genre fatigue, and a crowded survival market.
Game Developer also highlights that this fits into a broader pattern. Behaviour has been on a multi-year acquisition run, snapping up studios while also weathering layoffs and at least one studio closure in 2024. The company is actively reshaping itself into a horror-first publisher–developer, and it’s willing to shuffle headcount and teams to make that happen.
For 7 Days to Die fans, that cuts both ways. On one hand, you’re no longer dependent on a mid-sized indie hoping Steam sales hold. On the other, your favorite zombie grindfest just became an asset inside a larger portfolio, sitting next to a live-service juggernaut that’s made its name selling cosmetics and licenses.
Huenink’s message, shared in full by Gematsu, is engineered to head off the usual panic: The Fun Pimps are “not going anywhere,” Behaviour “isn’t investing… because they want change,” and the goal is to build “a home for the best horror games, where titles like Dead by Daylight, Darkest Dungeon, and 7 Days to Die can stand side by side.”
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Huenink’s message, shared in full by Gematsu, is engineered to head off the usual panic: The Fun Pimps are “not going anywhere,” Behaviour “isn’t investing… because they want change,” and the goal is to build “a home for the best horror games, where titles like Dead by Daylight, Darkest Dungeon, and 7 Days to Die can stand side by side.”
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Crucially, he stresses that this isn’t about “handing over control or stepping away from what we built,” and calls out something 7 Days fans care deeply about: “They share our philosophies on everything from community to modding.” Mod support and community-driven servers are a cornerstone of the game’s appeal on PC; losing that would be a non-starter.
Eurogamer’s coverage underscores the same promise from The Fun Pimps’ Steam post: “Nothing about the heart of the game is changing. Our vision stays the same, our team stays the same, and our focus remains on the community.” Behaviour, for its part, positions the deal as a way to “reward” a passionate community by giving the project more resources.
This is the part where a cynical reader’s eyebrows go up, and honestly, they should. Every acquisition comes with a variant of “nothing is changing.” Sometimes it holds; often it doesn’t. Behaviour has demonstrated it can support long-running, community-led horror in Dead by Daylight. It’s also demonstrated, through its layoffs and studio consolidation, that it’s willing to make harsh calls when portfolio strategy or costs demand it.
The tension is simple:
Put those together and you get the real question: where does live-service thinking stop? 7 Days to Die has DLC and console editions, but it’s not built around battle passes, FOMO events, or licensed cosmetics the way Dead by Daylight is. Nothing in any outlet’s reporting suggests Behaviour is about to flip that switch, but if I had one question for their PR team, it’d be this: Does your long-term plan keep 7 Days as a buy-once survival sandbox, or are you expecting it to behave more like a recurring-revenue platform?
For now, the only concrete commitment is that details will come “later this year,” and Eurogamer notes a Reddit Q&A with The Fun Pimps and Behaviour is slated for March 25. That’s where the uncomfortable questions about monetization, modding, and server policies need real answers.

Strip away the corporate language and the near-term picture is fairly grounded.
From The Fun Pimps’ side, the headline change is headcount. Behaviour’s backing means expanded art, engineering, design, community, and player support teams – a point repeated in multiple reports, including Gematsu and Game Developer. For a game like 7 Days to Die, that could translate into:
GamesIndustry.biz reports that Behaviour will also bring live-ops and marketing expertise to the table. That doesn’t automatically mean 7 Days becomes Dead by Daylight: Zombie Edition, but it does mean more structured events, campaigns, and possibly collaborations are now on the table in a way they never really were before.
What’s not changing immediately, according to all four outlets:
The acquisition price is undisclosed, and there’s no hint yet of platform shifts, spin-offs, or sequels. This is about shoring up a live game, not pivoting to something else.
The real test will come with the first major content cycle fully backed by Behaviour. If we start seeing sudden changes in how content is packaged, how servers are handled, or how mods are treated, we’ll know exactly how much “nothing is changing” was PR varnish.
Behaviour Interactive has acquired The Fun Pimps, bringing 7 Days to Die under the same horror roof as Dead by Daylight while keeping the original team in charge. The deal is meant to finally give the long-running survival sandbox the staff and structure it needs to deliver on a decade of promises, without abandoning modding or its community-led identity. The first big test will be how future updates and monetization are handled once Behaviour’s live-service experience and portfolio strategy start to shape the game’s next phase.