Project Zomboid is the ultimate in zombie survival. Alone or in MP: you loot, build, craft, fight, farm and fish in a struggle to survive. A hardcore RPG skillset, a vast map, a massively customisable sandbox and a cute tutorial raccoon await the unwary. So how will you die?
User reviews: Very Positive (10,152 reviews) - 92% of the 10,152 user reviews for this game are positive.
Release Date: Nov 8, 2013

Sign in to add this item to your wishlist, follow it, or mark it as not interested

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, and it’s been a rollercoaster, 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.

How often do we update the community?

We have weekly newsletters, known as 'Mondoid's, which we publish on our site and as a Steam announcement 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 a long time 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, some 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.

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 where we now have 1900+ hour players - 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.

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 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 want to have all this in the can this year. However, 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. Words are wind though, and all we can do is guess where we'll all be by then. We really want to keep this train going as long as we can though, as long as it continues to the benefit of the game. At which point the modders will hopefully take the mantle with almost unlimited access to the game's core.

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 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 launch on Early Access 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. Considering the financial situation we are in at present, the chances we will not be able to fund the remaining development of the game are quite small.

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.”

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!”
Read more

Buy Project Zomboid

Buy Project Zomboid 4-Pack

Get one copy for yourself and give the other three to friends!


Recommended By Curators

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

Recent updates View all (95)

November 24

Monday* Fix

Hello survivors! A bit of a ‘getting on with it’ Mondoid this week as, as you can expect, we’re all busy bees working on the latest IWBUMS.


In case you were barricaded under a rock you’ll knoe that we’re currently in the midst of a test of a (still incomplete) build 33 on our I Will Backup My Save branch, and as expected work continues on both fixing up what is currently in the IWBUMS branch, with Will working on getting the initial infection TV and Radio into the game, as well as bug fixing those pesky typos and other bugs. Turbo is fixing up the issues that have been reported with the furniture moving system. Meanwhile RJ has been continuing with the sound system fixes. Here’s a few words from RJ himself on his build 33 stuff:

“Build 33 is on his way on our IWBUMS branch, we released a patch already so we’re on 33.1! Bugs still exist, but it’s mostly balancing the new sound engine and difficulty.

Some report that Survival is way too hard, still need to know if it’s REALLY too hard or it’s just people having bad luck or not skilled enough to play Survival (which is meant to be hardcore :D), but for those people, the normal mode should be ok!

So this is a hard piece to balance, but it’s progressing!
About sound, it’s the same, I balanced them a lot, made the reverb better outside, but still need to work on it so it doesn’t feel like your under a big metal dome!

Annnnd I also hear you “what about Steam Server update!” Well, I’m on it too, I fixed some bugs for multiplayer caused by the new sound engine, and I’m trying to get that steam server working, it’ll be probably for this week, maybe tomorrow with some luck!

In the meantime I may release another patch with bug fixes/balance, it’ll depend how well the Steam Server bugs are progressing…
So it’s getting there, build looks pretty solid so far and I think we’ll have bug fixed rather soon for a public release!”


We’ve still got a bit of finishing off to do on the new Creative Mode systems. The latest addition was a virtual object system which allows for tbx, tmx or clippings, as well as road segments, instead of being placed permanently within squares on the map, instead to be made into virtual objects which are placed on the map, but do not destroy the tiles they are placed on, only override them while the object exists in that place. This means they will remain an moveable object you can drag around without permanently distubing what goes underneath.

The original reason for this feature was to make the creation of road networks much easier, as it opens up the ability to have simple nodes that connect to eachother, and to form the actual tiles of the road and pavement virtually, calculated over the top of the base game map data. These can then be tweaked and changed as the map is expanded without having to clear out areas of the map. There would be of course a performance hit incurred due to lots of these virtual objects, so at some point these will need to be turned into permanent things on the map, and how that happens has yet to be decided. Either players / servers will have the option of committing these elements permanently to the map once the creators are satisfied with them, or maybe when the player runs sufficiently away from the object so that it streams out, it’s not clear which is the best option for simplicity / performance.

The roads are the pretty much last thing to get right, apart from a few fixes for making sure everything works on multiplayer, before Creative could be added to the IWBUMs.

Hello! Remember you can sign up to our newsletter to get this stuff direct to your inbox! We would like to remind you to visit our wiki, and thank Moss from the Steam forums for the title image. Rest in Peace Fort Moss.

* Er, "Tuesday" I guess. Slight mix-up with which one of us was going to cross-post the Mondoid news onto Steam meant that none of us ended up doing it. Er. Whoops. Sorry.

37 comments Read more

November 16


Ladies and gentlemen, boys and girls, the first Build 33 IWBUMS public test has begun! To participate the please read the contents of this forum post very closely indeed.

This is a public test, and there will be almost certainly be bugs and peculiarities in the build as we expose it to a wider audience. To help us keep up, then, you’ll find that our bug tracker lives here.

We especially need difficulty and balancing feedback from this release, as it’s the first outing for our revamped New Game scenario and difficulty list. On top of that, please keep an eye out for spelling and grammar mistakes in the new TV and radio broadcasts – providing screenshots of erroneous lines of dialogue where possible.

The official changelist for the Build 33 Public IWBUMS test can be found here, but the top line is: new FMOD sound system and music integration, furniture movement, herbalist trait, full MP radio broadcast system and multi-channel narrative content on both TV and radio, randomised house and item house condition as you explore and an improved MP server selection screen. Amidst other cool stuff.

There’s also a fair bit more to be dropped into the build when we’re a few versions down the line, alongside Creative Mode, that still needs a bit of polish and/or player feedback on the systems they build on. So we’re talking stuff like FMOD balancing and its impact on far/distant noise like thunder, the ability to move multi-tile items in the new furniture movement system, the ability to record/playback on in-world devices… all that fun stuff.
Anyway, here you are. Have fun!

The Block of Italicised text, would like to direct your attention to the PZ Wiki should you feel like editing or amending something, and the PZ Mailing List that can send blogs like this and patch notes direct to your mailbox. If you’re going to be reporting bugs in the current IWBUMS public test it also asks that you read this helpful guidance first and then does some pleading Bambi eyes at you.

43 comments Read more
See all discussions

Report bugs and leave feedback for this game on the discussion boards


“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 – their continued survival relies on their own cunning, luck and ability to evade a relentless horde.

Current Features

  • Hardcore Sandbox Zombie Survival Game with a focus on realistic survival.
  • Online multiplayer survival with persistent player run servers.
  • Local 4 player split-screen co-op
  • Hundreds of zombies with swarm mechanics and in-depth visual and hearing systems.
  • 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:
  • 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. Nature gradually starts to take over.
  • Farming, trapping, fishing, carpentry, cooking, trapping, character customization, skills and perks that develop based on what you do in-game.
  • 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.
  • Imaginative Challenge scenarios and instant action ‘Last Stand’ mode, on top of regular Sandbox and Survival 
  • Full, open and powerful Lua modding support.
  • Xbox Controller Gamepad support on Windows. [Others pads can be set up manually. Gamepad support not currently available on Mac]

    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.
  • 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

For more details on the game follow us on @theindiestone or visit

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

Mac OS X
    • 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 / 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 10.7.3, 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
    • Controllers currently unsupported in Mac
Helpful customer reviews
77 of 93 people (83%) found this review helpful
105 people found this review funny
14.3 hrs on record
Posted: November 16
Early Access Review
I am the Spoon Collector
I spawn in a home, loot for spoons and a backpack
Eat and drink only in ratio to my spoons
1 spoon = 1 meal, 1 spoon = 1 drink
I am the Spoon Collector
10 or 11 backpacks full of spoons
Kill zombies with only spoons
Cannot fight more than one zombie at a time because the spoon Gods are unkind
I am the Spoon Collector
Decorate home with spoons in shapes of larger spoons
Leave a spoon in the doorway of every looted home
Break into homes only using spoons
I am the Spoon Collector
Go out side one day starving because of spoon fasting ritual
The horde has cometh for my spoons
Take as many as I can with me
Kill me please I beg
I am the Spoon Collector
I survive miraculously, running through the horde
The spoon gods grant me speed
I am the Spoon Collector
My spoon-base is overun
Run into the woods, my injuries are severe
The spoon gods grant me solace in the afterlife
I am the Spoon Collector
Was this review helpful? Yes No Funny
26 of 31 people (84%) found this review helpful
30 people found this review funny
12.0 hrs on record
Posted: November 19
Early Access Review
After a horrendous and frightening experience of an overnight zombie raid, my house was in ruins. All food was consumed, crops destroyed, ammo non existent. My weapons damaged, my body aching, my mind lost. I was wounded and in desperate need of medical attention. After rummaging through piles of bodies, I managed to find a dirty bandage. "I can't use this..." I said to myself, and after long contemplation and painful thinking I decided against it. "If I can clean it, I can use it" I dragged my broken body across half of town, exploring every inch of land in order to find cleaning materials. My last sip of water felt like days ago. I came across a shanty area, a settlement of plywood, corrugated metal, sheets of plastic, and cardboard boxes. Wildly scavenging through heaps of sh#t, yes! A half empty bottle of bleach.

I moved my way to a quiet and not known location, where I was able to sit and gather my breath. Frantically scouting to make sure I was ok, still sat down. I looked up into the sky and dreamed of what life used to be. "I need this bandage cleaned", opening up my bag to take out both the bandage and the bleach. "There is no threat here, take your time" I wish I had a mouse! I must of double tapped my track pad. With the bandage in my left hand, and the open bottle of bleach in my right, the double tap of the trackpad forced me to consume the bleach. Every last drop.

Stories were told of my valiant display of british grit, fighting off the barrage of zombies and ultimately falling to my death through a 16 hour massacre. At least, thats what the stories told. If only they knew the truth of my stupidity.
Was this review helpful? Yes No Funny
9 of 9 people (100%) found this review helpful
2 people found this review funny
87.8 hrs on record
Posted: October 31
Early Access Review
This game is pretty cool. The graphics remind me of Ultima Online. There are a lot of features that make this game more realistic. Like getting scared or sick. They keep the gammers informed with mondoid posts every monday which is nice. I like to scan my library and see whats new. A lot of the time there is something new on this game. I would recommend this game to folks who dont need amazing graphics to be impressed. Because that the only thing it doesent have.
Was this review helpful? Yes No Funny
41 of 69 people (59%) found this review helpful
54 people found this review funny
4.2 hrs on record
Posted: October 31
Early Access Review
I drank bleach
( ͡° ͜ʖ ͡°)/( ͡° ͜ʖ ͡°)
Was this review helpful? Yes No Funny
8 of 9 people (89%) found this review helpful
1 person found this review funny
31.4 hrs on record
Posted: November 10
Early Access Review
Great atmosphere and excellent soundtrack. The feeling of creeping dread (should that be the creeping dead) as you do your best to stay alive is amazing. The commonplace town setting and ordinariness of the world is surreal when being chased by 100 zombies. Highly recommended.
Was this review helpful? Yes No Funny