Seven: The Days Long Gone cover art

Seven: The Days Long Gone

An isometric stealth RPG testing route planning and infiltration prep across an open prison island.

Here's the argument for where this game sits - disagree freely.
Match your experience?
EXECUTION4 /10READS0 /10VARIANCE3 /10OPTIMIZATION7 /10

the cheat-test profile

The four axes - the argument

Each axis is rated on its own - how far one cheat would trivialize the game here. They don't trade off; low on all four means the game is an experience, not a contest.

  1. Execution

    cheat: Aimbot - perfect inputs

    4/10

    Stealth timing and parkour need moderate hands but forgive mistakes

  2. Reads

    cheat: Out-predict an adaptive opponent

    0/10

    Guard AI runs fixed patrol logic, never models you

  3. Variance

    cheat: See what's hidden / map the RNG

    3/10

    Unexplored zones and patrols are unknown until scouted, then static

  4. Optimization

    cheat: A perfect solver / coach

    7/10

    Routing the open island, gear crafting, and infiltration planning dominate

How to read this

Each axis is named by the cheat that would break the game along it. Execution is the hands. Reads is out-thinking an adaptive opponent. Variance is hidden information & RNG. Optimization is the solvable systems layer. A game's region is the top one or two axes.

These four aren't one rating split four ways - they're independent 0-10 questions. A 9 on one axis takes nothing from the others, and a game low on all four isn't missing data: it's telling you there's no skill here to cheat.

The basis is how the majority actually plays this game - not a niche mode or a personal run. For a game with very different modes (a story campaign versus ranked multiplayer), that's the version most people mean.

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Game details

Released
2017
Developer
Fool's Theory
Platforms
PC
Modes
Single player
IGDB critics
63/100
IGDB users
67/100
Role-playing (RPG)AdventureIndieActionFantasyScience fictionStealthSandbox