How to Build a Horde Base That Fits Your Blood Moon
Build for the number that is alive at once, not the horde total. A level 10 player on day 7 is at gamestage 20: 54 zombies come, 8 alive at a time. On day 70 at level 50 it is gamestage 120: 324 zombies, 37 at once. Add one layer per stage: a box, then traps, then turrets and a roof, then a pit.
- Day 7, level 108 alive54 in all, gamestage 20
- Day 28, level 3023 alive294 in all, gamestage 69
- Day 70, level 5037 alive324 in all, gamestage 120
- Traps unlockTraps 25Electrical Traps magazine, shotgun turret at 50
Most horde base guides show one design and one version. This one starts from the horde your day actually sends and tells you what to add each stage, with the design ideas credited to the guides they come from.
On this page
Step 1: Find your number
The blood moon horde runs 22:00 to 4:00 game time. Its size depends on gamestage, not on the day alone: gameStage = ( playerLevel + daysSurvived ) * difficultyBonus. The usual cycle is every 7th day, per XGamingServer; the frequency is a world setting and our files do not state a default, so the rows below are the days a 7-day cycle lands on.
Each cell is gamestage, zombies in all, and how many can be alive at once. Pick your level column, or use the calculator.
| Blood moon day | Level 10 | Level 30 | Level 50 |
|---|---|---|---|
| Day 7 | gs 20: 54 / 8 alive | gs 44: 186 / 16 alive | gs 68: 273 / 22 alive |
| Day 14 | gs 24: 99 / 9 alive | gs 52: 207 / 17 alive | gs 76: 315 / 25 alive |
| Day 21 | gs 24: 99 / 9 alive | gs 61: 252 / 20 alive | gs 85: 360 / 28 alive |
| Day 28 | gs 24: 99 / 9 alive | gs 69: 294 / 23 alive | gs 93: 387 / 30 alive |
| Day 35 | gs 24: 99 / 9 alive | gs 72: 294 / 23 alive | gs 102: 411 / 32 alive |
| Day 49 | gs 24: 99 / 9 alive | gs 72: 294 / 23 alive | gs 118: 324 / 37 alive |
| Day 70 | gs 24: 99 / 9 alive | gs 72: 294 / 23 alive | gs 120: 324 / 37 alive |
Level counts as much as the day
Read the column nearest your real level. Days survived is capped at your player level, so a level 10 player has the same gamestage (24) from day 14 on, while a level 50 player is at 68 on day 7. A party counts as one gamestage that weights its members (how).
Stage 1: A box you fight from (the first blood moons)
At gamestage 20 the file sends 54 zombies, 8 alive at a time, from 17 kinds. Only base zombies and the first Burnt (gamestage 16) are in the list. A fortress is wasted here. You need height, one door and a weapon.
Two cheap designs from the guides: wiki.7d2d.net (V2.6) describes a stilt box (a 7 × 7 cobblestone platform 4 high with a 3-wide ramp and an iron door, about 200 cobblestone) and a dug 5 × 5 bunker 3 deep with a hatch; IzPrebuilt (video, 2.5) fills a 5 × 5 cobblestone block 6 high with a door, just under 300 cobblestone.
Pick flat ground near your main base, not in it
XGamingServer says to keep the horde base apart from your storage so a failed night costs you nothing important.Build the platform in cobblestone
About 200 to 300 cobblestone blocks (the two guides above). Wooden frames help you place blocks; they are not part of the design.Add a ramp or ladder and one door
Fight from the doorway; knock the ramp down if overwhelmed (wiki.7d2d.net).Bring a weapon you trust
Pick one from best guns and bows or best melee weapons.
Stage 2: Add electric traps (once you have Traps 25)
Day 21 to 28 at levels 30 to 50 is gamestage 61 to 93: 20 to 30 alive at once. Electric fences, dart traps and blade traps are unlocked by the Traps skill's Electrical Traps magazine at level 25. The turrets come later.
The wiki's gauntlet is a 3-wide corridor up to an elevated platform (8+ blocks), iron spikes on the floor, 2-high electric fences on the walls and blade traps at head height; XGamingServer adds that Advanced Engineering raises trap XP and that unsupported overhangs can collapse a whole structure. Dart traps use ammo.
| Trap | Unlock (Traps level) | Power field | Damage field | Block HP (file) |
|---|---|---|---|---|
| 25 | 5 | shock buff | 200 | |
| 25 | 10 | dart ammo | 2500 | |
| 25 | 20 | 20 per hit | 2000 |
Power
One engine in a Generator Bank adds 100 (OutputPerStack in the files) and each trap above has a power field of 5 to 20. How the game shares power between consumers is in its code, not the files, so we do not add them up: see electricity and traps.
Risks
Traps stand in the zombies' path, so keep repair material in the base. The wiki's night-before checklist lists repair kits and a fuelled generator.
Stage 3: Turrets and a roof (from gamestage 40)
Day 28 to 49 at level 30 to 50 is gamestage 69 to 118. Up to 37 alive. This is where the horde stops being a crowd of walkers: Burnt (gamestage 16), Spider (gamestage 35), Zombie Dog (gamestage 40), Zombie Vulture (gamestage 44) and Hazmat (gamestage 49).
Vultures fly, so a design with an open top fails. The wiki lists "ignoring vultures (no roof)" among the common mistakes, and they join at gamestage 44. The shotgun turret unlocks at Traps 50 (9 damage × 8 pellets, out to 15 m) and the SMG turret at 75 (32 damage, out to 30 m); both have a power field of 15.
| Zombie | First in the horde at gamestage |
|---|---|
| Burnt | 16 |
| Spider | 35 |
| Zombie Dog | 40 |
| Zombie Vulture | 44 |
| Hazmat | 49 |
| Cop | 59 |
| First feral zombies (Feral Arlene, Feral Boe) | 64 |
| Dire Wolf | 127 |
| Demolisher (listed as Demolition) | 147 |
| First radiated zombies (Radiated Vulture) | 133 |
Stage 4: A pit or a layered killbox (gamestage 100 and up)
At gamestage 97 the file sends 411 zombies with 32 alive; at 150, 414 with 47; at 202, 558 with 63. Feral zombies appear from gamestage 64, radiated ones from 133, demolishers from 147. The most the waves send is 1,000.
Two late designs from the guides: a 15 × 15 pit 8 deep lined with concrete under a shooting platform (wiki.7d2d.net), and WaywardEko (video, 2026), a pit base with grenade chutes and a double set of powered vault doors that he stress-tested at gamestage 1464 with 64 zombies. Against demolishers the wiki says not to use shotguns and to kill them before they reach the walls.
| Gamestage | Zombies in all | Alive at once | Kinds | |
|---|---|---|---|---|
| Day 7 to 14 | 19 | 54 | 8 | 17 |
| Day 21 to 28 | 36 | 150 | 13 | 18 |
| Day 49 | 60 | 252 | 20 | 24 |
| Day 70 | 97 | 411 | 32 | 32 |
| Late | 150 | 414 | 47 | 46 |
| Very late | 202 | 558 | 63 | 45 |
Test your base
IzPrebuilt (video, 2026) reports that the zombie AI is changed with major updates, so a design that worked last version can fail. WaywardEko tested his base before showing it, with 64 zombies and a very high gamestage.
The night before
wiki.7d2d.net's day 6 checklist, as players use it (V2.6): repair the base, bring 500+ rounds of your main ammo, 10+ first aid kits, a fuelled generator, repair kits, a backup melee weapon, food and water and a clear way out. It is a player checklist, not a number from the files.
Common mistakes
- Sizing for the total. 411 zombies at gamestage 97 sounds impossible; 32 alive at once is the number to defend against.
- No roof after gamestage 44. Vultures join then.
- Copying an old design. The AI has changed with versions (IzPrebuilt); the guides above name the version they were made in.
- Putting the horde base beside your storage (XGamingServer).
FAQ
How many zombies come on a blood moon in 7 Days to Die?
It depends on gamestage: 54 at gamestage 20, 411 at 97 and up to 1,000. The number alive at once is lower: 8 at gamestage 20, 32 at 97.
What gamestage is my first blood moon?
If you are level 10 on day 7 it is 20. The formula is (level + days survived) × 1.2 rounded down, with days survived capped at your level.
When do vultures and dogs join the horde?
Zombie dogs from gamestage 40 and vultures from 44.
When do you need a roof?
The wiki guide lists an open top as a mistake because of vultures, and they join at gamestage 44.
When do you unlock electric traps?
The Traps skill's Electrical Traps magazine unlocks the fence, dart trap and blade trap at level 25, the shotgun turret at 50, the SMG turret at 75.
Should the horde base be separate from my main base?
Two linked guides say yes, so a failed night does not cost you your storage (XGamingServer).
How strong are the blocks?
The files give no block hit points we could use here. wiki.7d2d.net lists values for V2.6 (cobblestone 500, concrete 3,500, steel 10,000); check them in your version.
Pages to keep open
Related pages
Sources
- 7 Days to Die Dedicated Server, Steam 294420 (V3.3: gamestages, entity groups, blocks, progression)
- wiki.7d2d.net: Horde Base Designs (V2.6)
- XGamingServer: 7 Days to Die Horde Base Guide (June 2026, 1.0)
- YouTube, IzPrebuilt: My NEW Favorite Horde Base Design (2.5, April 2026)
- YouTube, IzPrebuilt: Why I Never Build Horde Bases Anymore (January 2026)
- YouTube, WaywardEko: How to Build a Cheap and Unbeatable Horde Base (January 2026)
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