Wiki
Difficulty
Seven tiers named for The Hollow. The moon grows as the nights get worse.
Bestiary
What hunts you in The Hollow, where it lives and how to deal with it.
Garage
Every Hollow vehicle: what it does and where it unlocks.
Devlog
What changed in The Hollow, newest first. Broadcast on the Hollow Relay.
Survival Tips
All 58 transmissions from the Hollow Relay, the same tips you read while the world loads.
Credits
Who made what.
The Story So Far
It started as a fever in Diersville. Three weeks later the dead were walking the interstate and the Guard stopped answering the radio. When the outbreak reached the river, the Guard drew a fire line and burned the forest to hold it. It held nothing. The ash still runs for miles, and the things that walk it were never stopped by flame.
Getting Started
The Hollow is a harder 7 Days to Die: tougher zombies, hungrier survivors and new things in the dark. The first days follow a short story chain, "First Night in The Hollow", on the Challenges page.
Hollow Settings
Switch the overhaul systems on or off for this PC: every world you host or play alone.
Minimap & HUD
A round minimap sits top right, the NOISE / NERVE / SCENT row above your bars, and the windows wear the Hollow theme. Both hide while you are dead.
Toolbelt (14 Slots)
Your toolbelt has 14 slots instead of 10, so more weapons, tools, meds and food stay one key away.
Quality 1-600
Weapons, tools and armour have a quality from 7 to 600 instead of 6 tiers, and your guns and tools grow stronger the more you kill with them.
Traders, Jobs & Standing
Traders hand out work on a job board and sell from a card shop. The more jobs you finish for a trader, the higher your standing with them: harder jobs and better prices.
Hollow Jobs
Trader work runs to tier X, and some jobs come with rules of their own. A job can also carry a condition for the week: more danger for more pay. The job board shows all of it before you accept.
Window Mode
Play The Hollow in part of your screen and keep the rest for something else, without fighting the game's own video settings.
Nerve and Scent
Two things the Hollow watches on you, shown in the NOISE / NERVE / SCENT row above your health bars. Nerve is how steady you are. Scent is what the dead can smell on you, and it drifts with the wind.
Visions, the Thin Veil & Hollow Caches
When your nerve cracks, your mind plays tricks. Let it break all the way and the world thins: the Thin Veil, where some of what you see is real.
Diet, Spoilage & Fridges
What you eat matters, food goes bad, and a powered fridge is worth building. Eat across all four food groups and you are rewarded; live on one thing and you slow down.
Noise Meter
The NOISE bar (first of the three bars above health and food) shows how loud you are: the same number zombies hear.
Fog, Wet Ground & Darkness
Three things make the Hollow feel like a place: a real ground fog that pools in low ground, rain that soaks the world, and nights that are properly dark.
Hollow Light
Light indoors behaves like light: the torches, candles and lamps around you cast real shadows, the room throws a little of their glow back, and flames move.
Hollow Ground
The ground under your feet is rebuilt from high-quality photo scans: forest floor, dirt, burnt ground, the desert floor, snow, gravel and stone cliffs.
Hollow Wrecks
The wrecked vehicles along the roads are sharper up close, and no two rows of them wear the same.
Weather & Atmosphere
Nights are darker, fog sits a little thicker and every biome has new weathers.
Dew Collectors
Dew collectors fill only while it rains.
Rabies & Venom
Some animal bites carry rabies, some carry venom. Both get worse in stages if left alone.
Fishing
Fish lakes and rivers with the two-handed Hollow rod for catfish, perch, pike and salmon. Play the fish on the line to land it, and read Angler's Almanac to get better at it.
Lockpicking
Safes, gun safes, hardened chests, ATMs and police cars open with the DSD lockpick instead of a timer: a real lock, a bobby pin and a screwdriver. Padlocks have a wide sweet spot, safes a tighter one, vaults a hair-thin one.
Cleared POIs
Clear every sleeper room in a building and it is marked on your map with a red tick, so you never walk back into a place you already emptied.
Airdrop Alarm
Supply crates land with a siren wailing. The noise draws the dead: get there first, and be ready.
Creatures & Threats
New hunters roam The Hollow, each with a home and an hour. They get tougher as your gamestage climbs.
Old Faces & Zombie Outfits
Zombies from the old days walk again, and the ordinary dead no longer all dress alike.
Special Infected
The Heart under the Ashgrove Annex does more than raise the dead. Where its black roots stay in a body long enough, they rewrite it. Survivors call them the Special Infected: eight strains, each with one ability, a tell you can learn to spot, and a way to beat it. They were people once; the Heart remade them. (Rift demons are something else: they come through from outside.)
Hordes
Hordes in The Hollow grow with you. Blood moons and wandering hordes start a little bigger than vanilla and climb with your game stage, so the late game is a real siege. Your difficulty and the HORDES tab in Hollow Settings set how hard.
Base Raids & Sieges
The late game comes for your base, not just for you. Screamers bring worse things, demons go for your power, Juggernauts break walls, and blood moons stop coming from one direction.
Where the Dead Are
The Hollow has more of the dead out in the world than vanilla, and the worst places are much worse.
Dread & the Eerie
A director watches every player. At night, alone, in the wilds or near Hollow creatures your dread rises and strange things start to happen.
The Rift
The Ashgrove dig went past the Heart and cut into a wound in the world. What climbs out is Hollow-born: demons that grow with you. The wound feeds on fear, so it opens wider as the days go by, widest on dread nights and under the blood moon. Every demon has a tell before its special attack: learn them.
The Ashen Sovereign
The thing at the bottom of the Rift, 3.6 m of burning hide. The endgame fight: it will cost stacks of your best ammo and every med you carry, and it gets tougher with every extra player and with your game stage.
Gore
How the dead come apart in The Hollow: what your weapon does to a body, and what each creature bleeds.
Classes & Skill Trees
The Skills page replaces the vanilla perks. You pick one of six classes and grow its tree with skill points; Legends, after six mastered classes, is bought with Hollow Marks.
Magazines & Books
One page that tracks every crafting magazine series, every book series and the schematics you know.
Challenges
The Challenges page is a web: one tab per category, every group an arm, every challenge a sigil on it.
Hunter's Contracts
Bounty quests at tier 2 to 3 for burnt packs, alphas and the Wendigo.
Gun & Tool Mastery
Every gun counts your zombie kills and every tool counts blocks harvested, destroyed, upgraded or repaired. Thresholds unlock camos you paint on at the Mastery Bench.
Hollow Guns
Seventeen modern guns rebuilt from scavenged parts, each with its own model, sounds and reload. They sit beside the vanilla guns: same ammo, same perks, same magazine series.
Weapon Charms
Small keychain charms that clip onto the left side of any gun, bow, crossbow or launcher and swing as you walk, turn, aim, reload and shoot. Fifteen to collect, purely cosmetic. Each one is earned with a feat.
Duskiron: Ore, Foundry & Armor
Duskiron is the metal past steel: a violet-black ore found in the burnt forest and the wasteland, smelted only in the Hollow Foundry and worked into class armor with its own powers.
Hollow Mods & Cores
Twenty-four new weapon and armor mods, and four Hollow Cores for the end game. All are built at the workbench once a magazine series teaches them.
Hollow Rounds & the Ammo Bench
End-game ammunition tipped with Duskiron, one kind for each kind of threat, and a machine that presses every round in the game faster than a workbench.
Blunderbuss
The OG blunderbuss is back: a flared muzzle-loader that fires a sack of shot, with the old reload: powder from the paper bag, the ramrod, then a cap on the nipple.
Throwables
Home-made throwables for when the dead get too close: the Tin Can Grenade, crude, loud and cheap.
Barber Mirror & Wardrobe
Change your face, hair and beard at a Barber Mirror, and your outfit looks at a Wardrobe.
Farming
Crops can fall sick, need water and draw the dead at night. Eleven new crops join corn, potato and pumpkin.
Livestock
Keep chickens, cows, sheep, pigs and goats behind your walls for milk, eggs, wool and meat.
Dogs
A dog follows you, fights what attacks you, barks when the dead come close and grows stronger with every kill. Seven breeds: Shepherd, Husky, Black and Tan, Farm Collie, Black Lab, Wolfhound and Mutt.
Drag to Build
Fences, railings, bars, walls, plates and pipes go down a whole line at a time: hold place, drag, let go.
Power & Solar
Solar output follows the sun and the weather, panels get dirty, and your base has one power grid you can open.
Security Cameras
Wall and ceiling cameras that watch your base, a Security Laptop that runs them, and monitors that show any camera live, or cycle through the ones you pick.
Minigun Turret
A powered turret with an M134 minigun on the auto turret tripod: a storm of small 9mm rounds that has to stop and cool off when the barrels overheat.
Log Spikes
The old log spikes are back: a sharpened log that stands a full block tall, hurts whatever walks into it and outlasts the small spike traps by a long way. You know how to make them from day one.
Duskiron Steel & Doors
The building tier past steel. Duskiron Steel blocks and Duskiron doors take far more punishment, and you get there the vanilla way: by upgrading what you already built.
Neon Lamps
Powered neon panels and tubes for your base. Every lamp has its own colour, brightness and effect, and you change them in the lamp itself whenever you like.
Arcade Cabinets
Restored arcade cabinets with six games nobody remembers making. Play them for a high score, or stand behind a friend and watch on the cabinet screen.
Hollow Posters
Twenty old posters from the Hollow: warnings, ads and wanted notices. Rare finds.
Driving Extras
Every car and bike gets a round-gauge HUD, cruise control, nitro, seat switching, passengers who can shoot and a car radio that plays internet stations. The keys show as key images on the HUD.
Road Skills
ROAD (the tan card on the Skills page) is a driving tree every class can learn with skill points. It works on whatever you drive: the skills of the driver count.
Electric Vehicles & Charging
Three Hollow vehicles run on a battery instead of gas: the Hollow Volt Bike, the Hollow Razorback and the Hollow Wasp. They all charge at a Hollow Charging Station wired to your power grid.
OG Minibike
The old minibike from the early days, rebuilt: rusty red tube frame, duct-taped seat and fat little tires. Its kits bolt real parts on, including a sidecar that carries a passenger.
Hollow Volt Bike
A light electric bicycle: a hub motor in the back wheel, a battery in the frame and a little gauge on the top tube. With charge it hums along a bit faster than a minibike; when the battery is flat you simply pedal it.
The Widowmaker
A monobike: one huge wheel with you sitting inside it. Satin black, red rim, fast, and exactly as stable as it sounds.
Bone Reaper
A post-apocalyptic motorcycle on the vanilla bike frame: antler bars, a spiked front and a jerrycan on the back. A bit more grunt and a bigger tank than the stock motorcycle.
OG 4x4
The old 4x4 from the early days, rebuilt: an open roll-cage pickup with a spiked ram, a lamp rack over the windscreen, twin stacks and a spare in the bed. Light, quick and loud.
Hollow Trail Rig
A four-door off-roader on the 4x4 frame, a little lighter than the truck. Its own kits show on it as real parts, and dyes repaint its body.
Hollow Warhauler
A lifted crew-cab pickup on the 4x4 frame, rebuilt with parts off the Trail Rig: its winch bumper and bull bar up front and its big mud tires. It has an open bed, the Trail Rig kits show on it as real parts, and dyes repaint its body.
Hollow Razorback
An angular stainless pickup on the 4x4 frame that runs on a battery, not gas. Weathered steel panels, mud tires, welded steel bumpers and a rear wing; it is almost silent and pulls hard off the line. Its own kits bolt real armour and gear onto it, and dyes paint its body.
Hollow Army Truck
The wrecked army trucks you pass on every road, restored: six wheels, olive drab, an open bed and the biggest hold of any ground vehicle.
Hollow Raider Bus
A rusted bus cut down into a raider wagon: caged windows, barbed wire, a ram plough on the front and a machine gun on a roof ring. It carries five.
Hollow Wheelbarrow
A rusted two-wheeled dump cart you push on foot: thirty slots of storage on wheels, long before any bike.
Hollow Quad
A four-wheel-drive quad on big mud tyres for two: slower than a motorcycle on the road, but it climbs and does not tip.
Hollow Skid Loader
A small skid-steer loader that digs. Drive its bucket into a hill or a mountain and it cuts a passage it fits through; everything it digs goes into its own storage.
Hollow Riding Mower
A front-deck riding mower. It cuts tall grass into plant fibers as you drive, and it does the same to the legs of anything standing in the way.
Hollow Wasp
A one-seat electric flyer: four guarded props on a tube cage with carbon fairings. Quick and nimble, it runs on its battery instead of gas, and the Hollow Charging Station fills it back up from your power grid.
Hollow Chinook
A tandem-rotor heavy transport helicopter. Its bay takes a 4x4 and a couple of motorcycles: drive them up the rear ramp, close it, and everything inside flies with you.