Namalsk · Deer Isle · Banov — first person only · 40 slots each

Build something
worth losing.

7SBM is a one-man project. The servers, the mods, the items and assets, the app that runs it all, and the website you are reading — same person, start to finish.

Three DayZ servers hosted on a private machine at home, not rented from anyone. They are run by DayZ Manager Lite, a server management app built from scratch for exactly this job. The custom mods, items and assets are made in house, and BrienZ — a custom map of the Swiss Bernese Oberland — is being built on top.

None of that happens in a vacuum. The people this is built on →

What playing here means

Survive · Build · Raid

Three things drive every session on 7SBM. They depend on each other — that is the whole point.

01

Survive

First person only on all three servers. No third-person camera peeking over walls, no free look around corners — if you want to see what is behind you, you turn around.

AI bandits hold parts of the map, so an empty road is never automatically a safe one. On Namalsk the cold is a genuine cause of death, not a status icon.

The point is not the first hour. It is the fiftieth — still alive, still carrying something worth carrying.

02

Build

Base building is a core mechanic here, not an afterthought. Building Fortifications and MMG Base Storage run on every server, so the same construction rules apply wherever you settle.

Code Lock secures what you put behind a door. Storage means your progress survives logging off — and that a location becomes worth returning to.

A base turns loot into territory. That is when the map stops being scenery.

03

Raid

Raiding is deliberately part of the design. Breaching Charges run on all three servers, and plastic explosive, grenades and 40 mm rounds all count as structure damage. Guns and axes do not — base damage is switched off, so an explosive is the only way through.

This is not about flattening everything. Charges cost time and materials to obtain, and a raid is a decision with consequences: you announce yourself, and you can be caught doing it.

Risk on both sides. The defender had to earn the walls. The attacker has to earn getting through them.

Currently running

Three maps, three economies

Each server keeps its own loot economy, mod stack and restart schedule. Nothing is copied between them — a change on one map does not silently land on another.

One serverpack

Same rules, different worlds

Three worlds, one set of rules.

Crafting

What you can actually make

Read out of the recipe files themselves — exact ingredients, exact counts. Nothing here is an approximation.

Explosive 7SBM

Six ways through a door

Timings, distances and damage are the live server values, not the mod defaults.

Raiding

What can be raided

How many charges each target takes. Derived from the tier health and the damage each explosive does — and confirmed against real detonations in the server logs.

Charges required to destroy each structure type

Built in-house

Weapons we built

Swiss service rifles, storage, food and gear — modelled, textured and coded here, not downloaded.

Loot economy

Someone actually watches this

The loot tables here are not left at whatever a map shipped with. Every server runs its own central economy, and it gets reviewed: entries pointing at items that no longer exist get cleaned out, things that turn out to be everywhere get pulled back, and things nobody ever finds get looked at again.

We are not going to claim the balance is perfect. It is not — it is watched and corrected. When something drifts, it gets adjusted, and the goal never changes: loot should keep its value, progression should mean something, and rare things should actually feel rare.

The other half of that job is restraint. It would be easy to turn the spawn rates up and hand everyone a full kit in an hour. That is not a server anyone stays on.

You should still be missing something.— the short version of our loot policy
Each map is tuned on its own. Nothing is copied across from another server just because it looked balanced there — the terrain, the buildings and the mod stack are all different.

Vehicles

Variety, not a car park

Instead of leaving the handful of vanilla cars as the whole story, we have folded a wide range of extra models into the spawn pool — civilian cars, vans, trucks, motorcycles, boats, military vehicles.

What did not go up is how many vehicles are actually out there. The pool got wider; the number standing on the map at any one time stayed deliberately tight. You are not going to walk out of a spawn town and trip over three working cars.

The effect is that a vehicle is still a find. You just stop being able to guess what it will be — the same garage does not hand you the same hatchback every wipe, and a good one is worth the walk.

They also spawn with their parts handled through the economy rather than as bare shells, so finding one is not automatically a scavenger hunt for four wheels.

Every run can start differently.— more models in the pool, not more cars on the map
Vehicle spawns are part of the same economy as everything else, so they get reviewed the same way — if a map starts feeling crowded or empty, that is what gets adjusted.

From the servers

Field log

Straight from the admin channel — no filters, no reshade.

Landscape on a 7SBM server
Field 01
Landscape on a 7SBM server
Field 02
Locomotive on the lakeside rail line of the BrienZ terrain
Field 03
Snowy terrain on a 7SBM server
Field 04
Road at sunset on a 7SBM server
Field 05
Dusk scene on a 7SBM server
Field 06

Talk to the crew

Server status, restart timers, patch notes and support all run through Discord — the bot posts live player counts for all three servers. Found something broken? Every server has its own bug report channel, so a Namalsk problem does not get lost in a Banov thread.

Join Discord →
Report a bug Namalsk Deer Isle Banov

Our own map

BrienZ

A terrain we are building ourselves, out of a real Swiss valley.

Field log

Terrain 9 August 2026

Alpine terrain taking shape

Early looks at the custom BrienZ terrain — Bernese Oberland peaks, alpine roads and the first working rail line running through the valley.

Snowy Bernese Oberland mountains in the BrienZ terrain Aerial view of an alpine road on the BrienZ terrain Player overlooking the BrienZ terrain
Weapons 9 August 2026

Custom StGw 57 finished, three SIG 553 variants in

Finished the custom StGw 57 for the mission, plus three custom versions of the SIG 553 — the Swiss army's own rifles, built for the Swiss map.

Custom StGw 57 rifle in DayZ Custom SIG 553 rifle variant in DayZ
WIP 9 August 2026

AI boat patrol & a working rail network

@AI Boat Patrol — goal: a swimming hovercraft that can be placed by traders, with a player-hunting AI patrol on the water. @Hypetrain Rail Generator — goal: a working train network across BrienZ. Both still in progress.

Prototype AI patrol hovercraft on water Train running through the BrienZ terrain
Ready 9 August 2026

Food & storage mod ready for use

The custom food and storage assets are done and ready to go — crates, containers and consumables built specifically for BrienZ.

Custom storage and food item props for BrienZ
More field notes land here as BrienZ development continues.

Credits

Big thanks

Big thanks to everyone here for sharing their mods and their knowledge with 7SBM and the DayZ community.