The Fun Pimps dropped V3.1.0 Henpocalypse on the 7 Days to Die experimental branch on July 22, 2026, and a second hotfix (b13) followed on July 25 with the trader inventory and zombie AI tweaks that were missing from the first cut. The headline feature is chicken farming, but read past the poultry and you'll find a stack of server-side changes that every dedicated-server owner needs to know about before the Stable release ships.

Release Date
Version 3.1.0 Henpocalypse went live on the latest_experimental branch on July 22, 2026 (Steam only). The b13 hotfix followed on July 25. The Fun Pimps have committed to a Stable release "barring any critical bug fixes during the experimental phase," which historically means 2 to 4 weeks on the experimental branch before a public rollout. Console players will need to wait for the Stable build.
To join the experimental branch: right-click 7 Days to Die in your Steam library, Properties, Game Versions & Betas tab, and pick latest_experimental from the dropdown.
The Chicken Coop Workstation
The Chicken Coop is a new workstation that turns your captured chickens into a passive supply of eggs and feathers. Catching one is a fight in itself: you have to sneak up on the bird, chase it when the sneak fails, and defend it from zombies on the way home. Once the chicken is inside the Coop, you feed it Rekt's Chicken Feed (crafted from Corn plus Rotting Flesh, of all things) and let production run.
The Coop has three tool slots that stack production bonuses:
- Brooding Lamp: speeds up production and chicken maturation
- Chicken Run: chickens forage for bugs, cutting feed cost by 50%
- Nesting Box: unlocks chicken breeding and adds nesting slots
The b13 hotfix also added chicken feed to trader inventories with a higher chance at Trader Rekt's, so a trader run beats grinding Rotting Flesh in the early game.
Four New Chicken Recipes
Farming chickens is only worth it if you cook them, and the Henpocalypse update ships four new food buffs to justify the workstation slot:
- Chicken Nuggets: grilled meat, feathers, corn meal, and animal fat. Filling, and temporarily removes encumbrance. This is the crafted-food version of a light-loot mod.
- Chicken Wings: domesticated chickens, corn meal, eggs, oil, honey. Grants boosted melee damage and infection immunity.
- Ash Chicken Stew: chickens, mushrooms, corn, coal, water. Full food value with no scent trail for zombies. Useful for horde night prep and quiet POI clears.
- Roadrunner Chicken Jerky: chickens, yucca fruit, nitrate powder, beer. Run speed buff, ideal for scavenging routes.
Together with the Big Beak cosmetic (coming with Stable, not experimental), chickens now have full parity with cattle and rabbits as a farm-loop resource.
Chicken Stress Events
Chickens don't like being carried around. Every captured chicken tracks a stress meter, and at 100% stress the chicken drops and triggers a randomized event scaled to your game stage. Early on that means the chicken just gets loose. Late-game you can spawn a small horde of angry zombies (or angry chickens, which are somehow worse) mid-carry.
There's a sandbox toggle to tune this or turn it off, which we'll get to below.
Day/Night Density and Respawn Split

This is the biggest quiet change in the patch, and it's the one most likely to break your existing server presets. Enemy Density, Animal Density, and their Respawn settings have all been split into separate day and night values. This is huge for server admins: you can now dial daytime scavenging to a walk in the park while keeping night patrols brutal, without touching the horde-night formula.
Official Sandbox Preset codes have been updated to include the new day/night fields, so any custom preset code your community was running against 3.0 may now be invalid and default one or more settings on import. Regenerate your preset codes from the 3.1 UI before wiping and starting a new save.
The old Enemy Density Sandbox slider also had a quiet bug where desert and snow rare spawns (Chuck, Rancher) didn't scale with the slider. That's fixed in 3.1.
New Sandbox Options You'll Want to Configure
The 3.1 sandbox pane grew by nine settings. If you host servers, these are the ones worth actually tuning on day one:
- Chicken Coop Time: production tick speed
- Chicken Coop Yield: output per cycle
- Chicken Coop Input: feed cost per cycle
- Chicken Stress Event: off, mild, or full-chaos
- Infection Chance: global infection roll on hits
- Hunger Multiplier and Thirst Multiplier: resource pressure sliders
- Stack Size Multiplier: capped at 30,000 per item, up from the old default
The stack size cap alone is worth restarting a server for. A 30,000 cap turns concrete, forge iron, and 7.62mm ammo from inventory tetris into a non-problem, and it's a change your players will notice before they notice the chickens.
Server-Side Fixes You'll Actually Notice

Buried under the chicken content, the 3.1 experimental branch fixes a handful of bugs that were making dedicated servers miserable in 3.0:
- EndOfStreamException on save conversion from v2.x to v3.0. Saves that were quietly corrupting on the first launch after the 3.0 update are now readable. If you had a save that wouldn't load, try it again on 3.1.
- EOS exception in TileEntityNetPackage during POI reset. The exact error that spammed server logs whenever a POI reset ran on a busy multiplayer server.
- Server-side EXC related to memory stream. Random memory-stream throws under load.
- Corruption when rapidly loading/unloading multiple chunks. The intermittent chunk corruption a lot of hosts blamed on their own hardware.
- Clients can now see results from
getsandboxoptionsconsole command. Previously the command echoed to server console only. - Server Filter would not show all available filtered games and Server Browser list totals do not add up in some cases. Client-side, but relevant if your community browses public listings.
- Player inventory data no longer sent to server when nothing changed. A small but real bandwidth win on high-population servers.
Existing saves are compatible, per the release notes, and no new game is required. Standard rule still applies: back up your world before flipping any server to a new experimental branch, using the Manage Saves function or an SFTP copy.
What This Means for Your Server
Before you flip your dedicated server to latest_experimental, run through this:
- Back up your save via Manage Saves or SFTP. Non-negotiable on any experimental branch.
- Regenerate custom sandbox preset codes in the 3.1 UI. Codes made in 3.0 may default one or more settings when pasted into 3.1.
- Warn players about save-file downgrades. Once a save has touched 3.1, rolling back to 3.0 Stable is not officially supported.
- Expect zombie AI to chase rabbits and chickens (added in b13). If your players report zombies wandering off into the woods for no reason, this is why.
- Check your mods. Any mod that touches sandbox XML, zombie AI, or workstations is likely broken until its author ships a 3.1 pass.
Is It Worth Flipping to Experimental?
For solo players: yes, if you want to farm chickens and don't mind a save you can't easily roll back. For multiplayer server owners: hold if your community is on 3.0 Stable and playing a serious run. The b13 hotfix already shows that b11 needed patching, and history says the experimental branch will move fast for the next few weeks. If you can't afford a mid-week wipe, wait for 3.1 Stable.
If you're starting a fresh server anyway, the Chicken Coop plus the day/night density split plus the stack size bump make 3.1 an easy call. The server-side fixes are the real story here. Henpocalypse is 90% chicken content and 10% quietly cleaning up 3.0's rougher edges.
Host Your 7 Days to Die Server with DoomHosting
Running the experimental branch cleanly means good hardware, fast SSDs, and a panel that lets you flip Steam beta channels without a support ticket. DoomHosting's 7 Days to Die dedicated servers ship with Ryzen 9 hardware, one-click Steam beta switching, full FTP for save backups before you branch, DDoS protection, and 24/7 support if a horde night goes sideways.
Set up chicken coops. Split day and night. Watch someone drop a fully-stressed chicken during a Blood Moon and see what actually happens.



