Project Zomboid is an open-ended zombie-infested sandbox that asks one simple question – how will you die?
User reviews: Very Positive (6,610 reviews)
Release Date: 8 Nov, 2013

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Early Access Game

Get instant access and start playing; get involved with this game as it develops.

Note: This Early Access game is not complete and may or may not change further. If you are not excited to play this game in its current state, then you should wait to see if the game progresses further in development. Learn more

What the developers have to say:

Why Early Access?

“Project Zomboid is a much more ambitious game than we could ever have hoped to fund ourselves. It has grown massively over the years, we've had our ups and downs, but find ourselves in a stable financial situation with an overwhelmingly positive reaction from the Steam community. We hope you will join us, but if not we understand. If you're not ready to jump in yet, then please consider us when we break out of Early Access. We have a demo too, if you'd like to give the game a try. Please be aware there may be a few compatibility glitches, but these can always be resolved by either turning off the Steam overlay for the game, or turning off 3D models on older cards.

How often do we update the community?

We have weekly newsletters, known as 'Mondoid's, which we publish on our site and on the Steam announcements every Monday (unsurprisingly) as a small tonic to the depressing 'back to work' feeling. These detail what we've been up to during the week, often with sneak peeks of upcoming features, interviews, videos and all that goodness. We've had an unbroken chain of Mondoids for well over a year now, and plan to continue them as long as Project Zomboid is developed. We also communicate with our community directly on our own forums and Steam forums, often with changelists for upcoming builds.

How often do we update?

We have a reputation that seems to diverge greatly when it comes to update frequency depending on who you ask. Many consider our game frequently updated, many consider us slow. In recent times it’s rare we don’t have a release within a month (including beta releases), and these always contain new gameplay features or major tweaks to the gameplay.

Some features, particularly NPCs, have taken a long time to implement. This is largely out of our commitment to getting the features right and them not disappointing on release, but it should be noted that we make no apology for delaying their release until we feel they would be enjoyed, live up to people’s expectations, and most importantly do not have a detrimental effect on the gameplay or stability of the game.

Here is a list of recent update dates. It should be noted that full releases often contain many more features than previous beta releases and for those looking for new content can often be considered distinct releases within themselves.

13th Oct - Build 29
22nd Sept - Build 29 (beta)
2nd Sept - Build 28
4th Aug - Build 28 (beta)
7th June - Build 27

We will admit to a few long waits between updates in the past, but we feel from community feedback that the majority of our customers are very satisfied with the development of the game. It should be pointed out too that the game has significant modding support, with map editors and full unrestricted lua modding access. We have a vibrant modding community that can help plug the gap between updates. It should also be taken into consideration that the game is already very far through development, to the point we have had recently discovered the first known 1000+ hour player - There is a lot of content to enjoy in the game already and we firmly and proudly believe it worth its current price as it stands. Please consider reading some reviews if you are still unsure about the content of the game or the release frequency.

Development Costs

Here we hope to give you a better idea of how the sales revenue from Project Zomboid will support development of the game. While we will keep particular developers salaries confidential, we would like to offer a breakdown of developer and office locations, along with the average rent costs, reported on http://www.numbeo.com/ for the Indie Stone offices, along with each developer's location to give you an idea of relative studio costs. It's become clear to us recently how significantly this factors into Early Access games chance of continuing development and we hope others will follow suit in divulging this information.

All percentages are in comparison to New York City (100%) - Other examples would be San Francisco (98.66%), London (93.81%), Moscow (52.71%) and Delhi (9.53%). The lower the % the further your purchase of an Early Access game will go to fund development (or more crucially how long that money will last), as accommodation costs correlate pretty closely with expected salaries and costs of living and working in that location. (Please note that in several cases the developer lives sufficiently outside the given city to make the actual %s likely much lower than reported)

3x Developers + Office
Newcastle Upon Tyne, United Kingdom - 32.37%

1x Developer
Brighton, United Kingdom - 56.37%

1x Developer
Toronto, Canada - 51.78%

1x Developer
Surrey, Canada - 30.87%

1x Developer
Lille, France - 31.59%

Monthly development costs are currently recouped within approximately the first 1.5 weeks of the month on average, which means at present each month produces extra funds to further develop the game should sales dry up. This does not include sales or other promotions.

What if PZ stopped making any money tomorrow?

The Indie Stone have made sufficient sales since November last year to ensure that if the game stopped selling any copies tomorrow, the entire PZ dev team could carry on funded development as at present, with no reduction in workforce, for at least the next two years, potentially longer. This would not be an ideal situation for us, of course, but we are committed to finishing every major planned feature before we consider moving the game to 1.0.

In the worst (and least likely) possible of financial cases that required the disbandment of all paid developers of the game, 4 of the listed developers are directors of The Indie Stone with an invested interest in the success of the game and company, who would cut their income significantly and/or supplement development of the game with other work to get through any financial difficulties. Despite this no doubt causing progress to slow significantly, the 4 directors hold all required skills to continue development of the game during this nightmare scenario.

Details of major milestones can be found below.

What is required for 1.0?

Two major features are yet to be implemented into the game, both of which are currently in full-time uninterrupted development each with dedicated full-time developer support. These are:

NPCS - A far reaching and in-depth NPC system with character relationships, personalities, and an emergent story engine that allows for diverse and emergent character based zombie survival story unique to every playthrough. This also includes the tutorial, a return of Kate and Baldspot who starred in the early alphas of the game.

Vehicles - Fully physics modelled 3D vehicles, siphoning petrol, mechanics skills.

Several features require either significant modifications, rewrites or completion before we could consider 1.0.

Map completion - We still have a major city, an army base, more wilderness, and several small towns to implement to the game map.

UI Rewrite - The UI isn’t perfect by any stretch. We would like to get a more intuitive and ergonomic UI system implemented.

Stealth / Combat - New animations to allow for stealth mechanics (looking round corners, crouching behind walls, cover etc) as well as a rewrite of the combat system to leverage new animations to make combat more involved, intuitive and fluid.

We’ve been aiming for these to be completed by the end of the year, but as it seems the end of the year is looming toward us like an unstoppable army of the undead, it seems more likely it will fall into Q1 next year. However, this too is not set in stone. We tend to avoid ETAs because Early Access development in particular is often filled with unknowns and we want to ensure we get these highly anticipated features right.

In the meantime however we will continue to update the game and provide new features for our community to play with. One of our developers full time responsibility is providing frequent and new items, crafting recipes, skills and survival gameplay elements to fill out any holes in gameplay, and provide frequent feature rich game updates in line with community feedback, while the other developers focus on finishing these specific remaining major features.

What about after 1.0?

At this point, once we feel we have fulfilled every promise we gave when the Project Zomboid site first launched (except the last one, ahem, ignore that. Absolutely no one wanted that, it turned out), as well as the extra things detailed above, and the game is sufficiently polished and bug free, we will launch the game as 1.0 and leave Early Access.

What happens at this point depends entirely on whether the game is making money or not, but given the past solid performance of the game we see no reason why it shouldn’t be. Several developers within the team will likely start exploring our second project at this point, however we have dedicated and passionate developers who were brought into the company via the Project Zomboid modding community, emotionally invested in the game, who are already a big part of the development and communicating with the community. As long as Project Zomboid is making enough to support their continued development of the game, and they are happy to continue working on it (which seems likely), we will continue making Project Zomboid indefinitely as long as there is interest.

That all said, we can’t make any solid promises beyond the 1.0 mark, however there are countless things we would love to do that go way beyond 1.0 and sales make us confident that we’ll get the opportunity to explore them. Truth be told, given that it was Zomboid that put the money in the bank in the first place, as long as our company is secure and we can fund any other project's development comfortably, it's very probable we'd be willing to put some money back into the game beyond the point it's sustaining itself if there are any features in particular we can't bear to leave out of the game.”

Approximately how long will this game be in Early Access?

“See above!”

How is the full version planned to differ from the Early Access version?

“See above!”

What is the current state of the Early Access version?

“See above!”

Will the game be priced differently during and after Early Access?

“It will likely be £5, $8 more expensive once we hit 1.0. Due to our commitment to making sure early adopters get the cheapest price in appreciation of their early support, we will never appear on bundles, or in sales that take it to or below the original alpha price of £5, $8 until a long time post 1.0. This commitment also means that, until 1.0 and the price increase, we will never be willing to go beyond a 40% sale.”

How are you planning on involving the Community in your development process?

“See above!”
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Recommended By Curators

"One of the most depressing video games you will ever play. In a good way."

Recent updates View all (44)

29 December

RELEASED: Build 30 - Have a 30 New Year

Happy Holidays Mr. Mathas, as a present from The Indie Stone here is a very very quick to make Mondoid video!

Hello everyone! This is a monumentally quick Mondoid due to the fact that it's the Christmas holidays. Sorry about that everyone. Can we make it up to you by officially releasing Build 30? Despite it being the holidays the awesome RJ and EasyPickins have still found time to pump out the fixes needed to get build 30 in release shape. It's become pretty solid in the past few hotfixes so we think it's ready. Let us know if anything goes amiss!

Here is a Christmas rerun of Romain talking about a few of the main features of build 30!

https://www.youtube.com/watch?v=lsyuG7Wd7L4

Change-list can be found here! There are other fixes and additions not present but we'll try and collate all the hotfix changelists into a huge uber changelist in the coming days. We'll look to get Desura updated ASAP as soon as we're sure nothing's broken.

Hope everyone has a wonderful holiday and see you all in the New Year!

Love,

The Indie Stone!

Join our newsletter for future updates and blogs, likely with more words in them than this one, sent straight to your email inbox!

19 comments Read more

22 December

A very Mondoid Christmas


 
It’s that very special time of the year. The Indie Stone is getting ready to leave a small glass of bleach out for Santa, and half a rotten carrot for Rudolf, before wrapping up tight in the safe knowledge that by morning jolly St. Nick will have left a shiny new axe beneath the tree.

As such, it’s a brief Mondoid – which we hope you’ll forgive what with impending yule-tide.
In terms of builds then the IWBUMS public beta is nearing completion, with Romain and EasyP’s bug fixes continuing to roll in. We will be making this fully public and releasing it on the primary Steam  roll-out early in the New Year, just to make sure that we can cram in as many fixes as possible and also to ensure that we have all hands on-deck in case of unforeseen hang-ups.

In terms of actual cool dev factoids [in amongst the stealth, NPC, map and general game amelioration work that we've got going on] then perhaps TurboTuTone’s latest project is worth touching on.
Turbo is the guy who first brought seasonal change and wilderness growth to Project Zomboid, first through his Erosion mod and then with EasyPickins and Mash through its Build 30 integration. He’s now working with Will in getting the multiple radio and tv channels that have been written into the game, and ready for you to listen to every morning and afternoon as the world around our disaster zone falls to pieces.

In true Turbo fashion, however, he’s bringing a slightly more complex (and brilliant) system into the game – intent on providing the game with the foundations for fiddling with bandwidth to pick up survivor transmissions, discover military radios for access to scrambled transmissions and sending dialogue out into the world (solo and over a server) at set days/times/moments in your game. A primary part of this will also be the integration of his awesome ApCom Walkie Talkie mod that lets MP players talk to each other over the map.

We’ll get into the nitty-gritty of the system once it’s all in and working, not least because there’s currently some debate as to how we’ll deal with radio and tv channels (whether it should be done in quasi-real time, or whether players will be able to access all shows/news at whatever time of AM or PM that they turn on their discovered broadcast system. We really want to get stuff into an internal build and see how it plays.

With which in mind, TurboTuTone presents the new second cousin to PZ creation tools WorldZed and TileZed… WordZed! Click for full size.

 
http://projectzomboid.com/blog/wp-content/uploads/2014/12/1a201a3eda7d96f5b3a5b9ec6b8e6bee.png

http://projectzomboid.com/blog/wp-content/uploads/2014/12/e2d496805fa1ffcf2cf285082ae81fee.png
 
WordZed provides a simple system for dialogue (and potential localizations) that are correctly categorized, fed into the system and turned it into data that can be fed into Project Zomboid’s framework. We currently have an early version of the tool up and running, and in the New Year Turbo and Will are going to play around with it – and discuss what can be expanded and tweaked, and of course make sure it can handle the thousands and thousands of words that have already been written for it! Then work will begin on getting this stuff in-game!

And with that, we wish you a Merry Christmas – and if you don’t celebrate Christmas then we wish you an enjoyable slightly improved television schedule! And also many thanks to Connall for making the forums feel all Xmassy with his Community Secret Santa!

Join our newsletter if you want these words blasted straight into your inbox, along with notifications for all the game updates beta or release!

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Reviews

“What can I say? This game's interface looks so simplistic by today's standards, and yet the Indie Stone team has managed to possibly create one of the best post-apocalyptic zombie survival games in existence to date.”
Max Power! (105 hrs)

“Most realistic zombie apocalypse scenario game to date.”
democar821 (81 hrs)

“The gameplay is surprisingly addicting, sometimes I look at the clock and wonder where the last 4 hours went, but looking at my fort shows me where they went.”
syfy2K4 (1,021 hrs)

About This Game

Project Zomboid is an open-ended zombie-infested sandbox. It asks one simple question – how will you die?

In the towns of Muldraugh and West Point, survivors must loot houses, build defences and do their utmost to delay their inevitable death day by day. No help is coming – your continued survival relies on your own cunning, luck and ability to evade a relentless horde.

Current Features


  • Hard-core Sandbox Zombie Survival Game with a focus on realistic survival.
  • Online multiplayer survival with persistent player run servers.
  • Full line of sight system and real-time lighting, sound and visibility mechanics. Hide in the shadows, keep quiet and keep the lights off at night, or at least hang sheets over the windows.
  • Vast and growing map (loosely based on a real world location) for you to explore, loot and set up your fortress. Check out Blindcoder’s map project: http://pzmap.crash-override.net/
  • Use tools and items to craft weapons, barricade and cook. You can even build zombie proof forts by chopping trees, sawing wood and scavenging supplies.
  • Deal with depression, boredom, hunger, thirst and illness while trying to survive.
  • Day turns to night. The electricity falters. Hordes migrate. Winter draws in. Society is in freefall.
  • Farming, trapping, fishing, carpentry, character customization, skills and perks that develop based on what you do in-game.
  • Hundreds of zombies with swarm mechanics and in-depth visual and hearing systems.
  • Proper zombies that don’t run. (Unless you tell them to in the sandbox menu).
  • A ton of amazing atmospheric music tracks by the prodigy that is Zach Beever.
  • Instant action ‘Last Stand’ mode, on top of our Sandbox and Survival
  • Full, open and powerful Lua modding support.

    We’re a small team at the moment, but we’re also committed to providing the following:

    planned Features:


  • The return of our PZ Stories mode that also serves as first ever tutorial actively trying to kill you at every turn. Kate and Baldspot return!
  • In-depth and varied NPC encounters driven in a persistent world, powered by a metagame system that turns each play-through into your very own zombie survival movie with emergent narrative gameplay.
  • Engine upgrade to make the most of your graphics card as well as your processor
  • Constant expansion of the countryside and cities around Muldraugh and West Point
  • Full wilderness survival systems, animals and hunting for food.
  • More items, crafting recipes, weapons and gameplay systems.
  • Steam Workshop and Achievements support
  • Game pad support
  • Local 4 player split-screen co-op

For more details on the game visit or follow us on @theindiestone or visit http://www.projectzomboid.com

A huge thanks to the wonderful MathasGames and Dean Cutty for making the awesome intro video. If you love indie games their channels are well worth a sub.

System Requirements

Windows
Mac OS X
SteamOS + Linux
    • Nb. This is an Early Access game. A demo has been provided so you can be sure the game runs on your set-up to your satisfaction.

      Radeon 4xxx series (or below) graphics cards and Windows 8 may have issues. Please make sure to try the demo before purchasing!

    • OS: Windows XP, Vista, 7
    • Processor: Intel 2.77GHz Dual Core
    • Memory: 2Gb Ram
    • Hard Disk Space: 1.23gig
    • Video Card: OpenGL 2.1 compatible dedicated graphics card
    • Sound: OpenAL compatible sound card
    • Nb. This is an Early Access game. A demo has been provided so you can be sure the game runs on your set-up to your satisfaction.

    • OS: OS X Snow Leopard 10.6.3, or later.
    • Processor: Intel 2.77GHz Dual Core
    • Memory: 2Gb Ram
    • Hard Disk Space: 1.23gig
    • Video Card: OpenGL 2.1 compatible dedicated graphics card
    • Sound: OpenAL compatible sound card
    • Nb. This is an Early Access game. A demo has been provided so you can be sure the game runs on your set-up to your satisfaction.

    • Processor: Intel 2.77GHz Dual Core
    • Memory: 2Gb Ram
    • Hard Disk Space: 1.23gig
    • Video Card: OpenGL 2.1 compatible dedicated graphics card
    • Sound: OpenAL compatible sound card
Helpful customer reviews
51 of 58 people (88%) found this review helpful
222.8 hrs on record
Posted: 18 December
Early Access Review
This game is an example of what Early Access should be. The devs respond quickly to damn near anyone, the game is deep and relatively bug free, and it is utterly enthralling.
Was this review helpful? Yes No
38 of 39 people (97%) found this review helpful
4.9 hrs on record
Posted: 22 December
Early Access Review
Trapped in a second floor bathroom with zombies right outside. Ripped my clothes off and turned them into rope and climbed out the window. Ran away butt naked in the rain.

50/10 would streak again.
Was this review helpful? Yes No
251 of 388 people (65%) found this review helpful
25.8 hrs on record
Posted: 7 December
Early Access Review
i ate 7 bottles of mayonnaise and got severe depression.

10/10

best game
Was this review helpful? Yes No
83 of 122 people (68%) found this review helpful
8.7 hrs on record
Posted: 30 November
Early Access Review
Me and my friend built a nice shack at the edge of town, collected as much alcohol as we could carry, then drank ourselves to death.

game is 10/10
Was this review helpful? Yes No
29 of 33 people (88%) found this review helpful
3.7 hrs on record
Posted: 15 December
Early Access Review
Project Zomboid is probably the best zombie survival out there. If you are not into graphics and special effects and you want to play a sandbox survival game. Then this is a must for you.

The game has payed a lot of attention to survival detail. Your health is not only a bar that fills with red colour. You have to deal with stress, boredom, deseases and exoustion. You have to be prepared for situations, take a breath after fighting, probably smoke a bud and drink some whiskey before you continue looting or your character may become too stressed, have a nervous crysis breakdown or become insomniac and never get good rest. When hit by a zombie except the chance of infection your wound will start getting infected if you don't change and sanitise your bandages. Your inventar is not just a bunch of square containing things. It is complex and you have be aware of your speed and your overall stamina because you will have to cope with wearing a bagpack and sport bag in one hand, and probably a gun or something to defent yourself with in the other.

The electricity and water will stop. There will be no endless supplies of food and water. You will eventually want to start gardening, building and fishing because sooner or later you will run out of it and you will die or get a desease.

The game is really slow, don't expect forever runnig and forever killing.

Cons - the graphics are really bad, looks like the first Sims game. I was expecting when I zoom in for the game to scale the textures but instead everything gets really pixelated. It could go as "art" but if the game could have mroe HD feel would be better.

Pros - best survival game I have ever played and I have played a lot (resent are The Forest, DayZ SA, 7d2d and How to survive). The way you interact with the world is really easy and intuitive. You have to really mind all the small details.

And for the end of my reviw just one thing - never - ever - ever - EVER forget your oven ON in your main HQ ...
Was this review helpful? Yes No
24 of 27 people (89%) found this review helpful
41.5 hrs on record
Posted: 20 December
Early Access Review
Sneaking around the hood half naked and bleeding from multiple bites\scratches to the groin is no longer just for weekends !
Was this review helpful? Yes No
12 of 12 people (100%) found this review helpful
10.4 hrs on record
Posted: 23 December
Early Access Review
*Opens Window* WeeWooWeeWooWeeWoo *Dies*
Was this review helpful? Yes No
10 of 10 people (100%) found this review helpful
17.6 hrs on record
Posted: 22 December
Early Access Review
Bought this game to play with a friend.

Spawned in the server, he stabs me in the neck with a butterknife. Slowly bleed out over the course of the day.

10/10
Was this review helpful? Yes No
12 of 14 people (86%) found this review helpful
18.2 hrs on record
Posted: 11 December
Early Access Review
Truly a good game. Eventhough without NPCs, I can still feel the feeling of isolation and hopelessness. When the eletric shut, I was desparate. When water finally hit, I keep hoping my rain collector will be enough. My garden hardly sustain me. Zombies are everywhere. No one to talk to. Everything is hard. Life beome dull and moody.
I have truly feel the feeling of the apocalypse.
The bad:
Roads look unrealistic with 90 degree angle,
little to no tutorial,
crafting is confusing.
Items lack tooltip to show what we can do with them.
Too much useless items with no real use yet.
Guns are not viable.
Stealth mode need improvement.
Map still have flaws.
Annoying popup iventories get in the place when you try to look up to spy enemies.
No sitting animation, no jumping. I wish I could sit down and read the books. but no, I have to stand there reading.
Was this review helpful? Yes No
9 of 9 people (100%) found this review helpful
17.5 hrs on record
Posted: 28 December
Early Access Review
Highly recommend this game. Even though still in alpha, Project Zomboid goes beyond many fully released survival games. If challenging, realistic survival is your thing, PZ is for you.
Was this review helpful? Yes No
12 of 15 people (80%) found this review helpful
155.3 hrs on record
Posted: 18 December
Early Access Review
This has to be one of the far better games ive play for a zombie survival theme its very well done and the Dev's listen to what there fans want. This is a perfect game to play solo or and its even more fun to play with friends. To anyone thats interested please check out youtube for some videos on this wonderful game.
Was this review helpful? Yes No
30 of 49 people (61%) found this review helpful
23.2 hrs on record
Posted: 2 December
Early Access Review
The most relistic zombie game i have ever played.
Was this review helpful? Yes No
9 of 10 people (90%) found this review helpful
13.7 hrs on record
Posted: 28 December
Early Access Review
Day 1: Started out with my friend. We spawned in different locations. I made a safehouse and gathered stuff, while he did the same.

Day 2: Friend died from horde. He made a new character and started over. I barricaded my safehouse and gathered more stuff.

Day 3: We tried finding each other, and through the helpful use of a map, no thanks to the game, we found each other.

Day 4: We explored around the area and looted everything we found.

Day 5: I went to another place, while he tried to find a good 2nd safehouse. Gunshots around him with the horde following, so he retreated back to the safehouse. I looted stuff at the motel.

Day 6: We both went around looking for a good safehouse, and finally found one. After putting sheets on the windows and gathering food and weapons, a chopper passed through.
It was the most intense situation I've seen, with more than 15 zombies coming right at us. We fought the horde, and through some exploitation of AI we were able to kill them.

Day 7: Looting around the 2nd safehouse. Unfortunately, I got bitten by a bathroom zombie. I had an injury, wrapped it with Ripped Sheets and took painkillers. A few in-game hours later I started feeling nauseous

Day 8: We were looting around and found another horde of zombies. Killed it and looted some more. After getting back to the 2nd safehouse I started feeling Sick. Looked it up on Zomboid Wiki and we arrived to the conclusion that I'm infected.

Night 8: Me and my friend ran around the safehouse naked. He was trying to kill me because I might turn into a zombie. We both tried hitting each other. Then he had this great idea. "Why don't you try jumping off the windows?"
I said "Sure, why not." and thought "I'm gonna die anyway."
So I jumped out the window. I fell, naked, only with boxers. My friend was watching right outside the house. As I landed, we laughed heartily as my character did a non-fitting death animation and died.

10/10 would jump again
Was this review helpful? Yes No
7 of 7 people (100%) found this review helpful
2.3 hrs on record
Posted: 24 December
Early Access Review
It all went bad when the butter knife broke
~Jordan Detroit
Was this review helpful? Yes No
8 of 9 people (89%) found this review helpful
3.2 hrs on record
Posted: 21 December
Early Access Review
Fell out a window and died. 10/10
Was this review helpful? Yes No
10 of 13 people (77%) found this review helpful
56.5 hrs on record
Posted: 1 December
Early Access Review
Epic game from the get go, Create Spawn Scavenge Learn skills Build and Survive, the core game is solid and its only in alpha. Can't wait to see where this game goes!
Was this review helpful? Yes No
7 of 8 people (88%) found this review helpful
14.8 hrs on record
Posted: 4 December
Early Access Review
Punched glass with bear hands, bled to death. Shot gun in city, swarmed by hundreds slamming at my door. This game is a better sim than DayZ or anything on the market right now because of the detail put into it.

All it's missing is Coral http://i.imgur.com/M6YTrZ7.gif
Was this review helpful? Yes No
7 of 8 people (88%) found this review helpful
23.2 hrs on record
Posted: 27 December
Early Access Review
Best zombie apocalypse simulator

10/10
Was this review helpful? Yes No
9 of 12 people (75%) found this review helpful
5.7 hrs on record
Posted: 25 December
Early Access Review
Drank bleach and died 10/10
Was this review helpful? Yes No
6 of 7 people (86%) found this review helpful
26.8 hrs on record
Posted: 5 December
Early Access Review
This game isn't finished yet, but it's already one of my favorite games. It isn't a casualgame, very easy or short in longterm motivation. Sometimes easier, sometimes harder but always fun to play with friends :)
Was this review helpful? Yes No