Project Zomboid is an open-ended zombie-infested sandbox that asks one simple question – how will you die?
Análises de usuários: Muito positiva (5,383 análises)
Data de lançamento: 8/nov/2013

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Jogo com acesso antecipado

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Observação: Este jogo com acesso antecipado pode ou não sofrer alterações significativas durante o desenvolvimento. Caso não esteja com vontade de jogá-lo no estado atual, talvez queira esperar até que o desenvolvimento esteja mais adiantado. Saiba mais

O que os desenvolvedores têm a dizer:

Por que acesso antecipado?

“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.

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.”

Por quanto tempo este jogo estará em acesso antecipado?

“See above!”

Como a versão completa será diferente da versão de acesso antecipado?

“See above!”

Qual é o estado atual da versão de acesso antecipado?

“See above!”

O preço do jogo será alterado após o fim do acesso antecipado?

“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.”

Como vocês planejam envolver a comunidade durante o processo de desenvolvimento?

“See above!”
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Recomendado por curadores

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

Atualizações recentes Ver todos (29)

29 de setembro

Turbo Boost

Today's Mondoid is one of the longer ones, so I cannot mirror the content here, completely.

Before just giving you a link leading you into the great unknown, I'll tell you it's totally about the integration of TurboTuTone's Erosion mod into the vanilla game, and fill this space with a few unnecessary characters.

http://projectzomboid.com/blog/2014/09/turbo-boost/

Also, Bacon.

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22 de setembro

Zombies in Love

Time for a Monday release of… Build 29 on the IWBUMS branch! Woo!


Build 29 IWBUMS release!
For the uninitiated, IWBUMS (the ‘I Will Back-Up My Save’ branch) is our experimental build released for final bug-chasing and testing. For the full scoop on how you can get it fed into your Steam Library go here.

Amidst the tweaks and fixes of Build 29 there’s some cool new stuff. The awesome SFX of Mister NJ Apostol, Romain’s sprightly new forest foraging, some survivalist crafting and the all-new melee skills of blunt and blade. Oh, and updated translation stuff. Finally, controversially, watermelon consumption is no longer fatal. Full changelist here!

Creating a Knox Event Mythos
Ever since Will returned from his writing duties on Alien: Isolation he’s been focussed on creating a back story for your doomed travails in and around West Point and Muldraugh. Much of this has been in fleshing out and locking down our earlier thoughts on what this zombification disease is (and whether it is rooted in science or religion), why it’s happened and how it all panned out.

You’ll likely never know the truth, as per the laws of proper zombie fiction, but the clues will be out there amongst misinformation and speculation. Will has written TV and radio reports that can be played during your opening days – which will then gradually turn to static, one by one.

We already have four TV channels and three radio stations fully scripted – which will have something new to hear after every 12 hours passes in-game. These include news stations, call-in radio talk shows and a TV shopping channel. Occasional NPC dialogue and parts of the Kate and Baldspot storyline will also, clearly play into the wider back story.

We want to have five channels/stations on each medium before they go into the game, but already have good feedback from a few select community people who’ve been exposed to Will’s mega-spreadsheet. Some elements of it still might change however, as we’ve sent our super-secret lore document to two scientists who specialise in applicable disease outbreaks (we know!) who’ve kindly agreed to be consultants on the game.

Quite how close we can stay to real world disease when dealing with the affairs of the undead isn’t yet clear, but we’re doing our utmost to keep in shouting distance of it.


Build 30 Medical sneaky-peek
We’ll hold off from going into precise detail as to what will be in the next Zomboid build, buthere’s something that’ll give you a fair idea of what’s next on the menu. Yup, Medical overhaul is on the cards. (Please note we expected a more exciting screenshot than that, but it seems we’ve lost Romain for the evening before getting a tasty screenshot. Damn youuuuu RJ!! Keep an eye out on our twitter feed and we’ll throw that out to you when we get it!)


All the other usual stuff
As always there’s tons of other stuff going on in the background – Steam integration things, NPCs, exciting musical developments, vehicles, fresh animations and all that jazz. Next Mondoid we’ll, most likely, be talking to you about TurboTuTone’s fine work on getting Erosion into the main game.
 

Kirrus’ Newsletter bit
Be sure to check the upcoming version post and subscribe to our newsletter to be sure you won’t miss anything! That’s it for now. Thanks so much for living and dying in our game! Love y’all.

32 comentários Leia mais
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Análises

“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)

Sobre este jogo

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.

Requisitos de sistema

PC
Mac
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
Análises úteis de usuários
15 de 16 pessoas (94%) acharam esta análise útil
3.9 hrs registradas
Análise de acesso antecipado
Jogo Fantástico! É bem divertido e você provavelmente vai perder horas de seu tempo jogando. É um bom jogo de survival horror e não é apenas atirar em zumbis. Você tem que se concentrar em outras coisas como a fome, a desidratação, a infelicidade, downças, etc... e os zumbis podemficam vagando em hordas ou solitarios a procura de carne fresca. Existem alguns bugs ruins com a compilação atual do jogo, mas em geral é um jogo muito bem desenvolvido e planejada.
Publicada: 29 de maio
Você achou esta análise útil? Sim Não
3 de 3 pessoas (100%) acharam esta análise útil
18.6 hrs registradas
Análise de acesso antecipado
Se você é igual a mim, que por anos procurou o jogo de sobrevivência zumbi perfeito, você achou!

Sem duvidas esse é o melhor quando a questão é simular um apocalipse zumbi. Água acabando, comida acabando, itens não perecíveis, construção de base, simulação de sentindo, tudo que um verdadeiro jogo do gênero deve ter.

Mas um coisa você deve saber, você vai morrer, não adianta, uma hora você morre, e principalmente no inicio você morrer várias vezes até começar a aprender como o jogo funciona. Se você conseguir dominar como o jogo funciona, você vai facilmente sobreviver por muuuuito tempo, e vai lhe proporcionar muuuuitos dias de jogo.

Outra coisa importante é, NÃO TENTE JOGAR sem dar uma leve olhada e consultada na WIKI do jogo, acredite, esse jogo é muito mais divertido quando você entende como ele funciona e como as coisas funcionam, é como na vida real, estudar as coisas torna tudo mais fácil e divertido.

Acredito que esse jogo deve ser mais divertido ainda quando jogado em MP, até agora eu só joguei em SP e foi divertido, quem dirá jogar com os amigos.

Bom, é isso, se você é fã do gênero Apocalipse Zumbi, você deve ter esse jogo na sua steam.
Publicada: 5 de abril
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2 de 2 pessoas (100%) acharam esta análise útil
36.5 hrs registradas
Análise de acesso antecipado
um otimo jogo de sobrevivencia zumbi, um dos mais realistas que ja joguei,nao no termos graficos mas sim pela jogabilidade! recomendo a todos.
Publicada: 2 de julho
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2 de 2 pessoas (100%) acharam esta análise útil
41.2 hrs registradas
Análise de acesso antecipado
Nooooo!!! Esse jogo é muito bom, tem que ter muita paciência e cautela, parece xato mas cada segundo do jogo é emocionante, a ambientação sonora é irada vc ouve uns tiros no fundo, helicópteros passando e avião, um simulador bem maneiro e complexo, joguei umas horas me achando o tal e num fiz nem 2/10 do que o jogo me oferece ashduashduh

Não é dificil jogar, siga seus instintos de sobrevivência e se vire sem nenhuma dica (exceto as dicas básicas que o jogo te oferece), veja quantos dias vc sobrevive rsrs é divertido
Publicada: 23 de junho
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1 de 1 pessoas (100%) acharam esta análise útil
16.5 hrs registradas
Análise de acesso antecipado
Simplesmente incrivel, morri porque meu personagem viu um corpo dentro de casa e achou que ele iria virar zombie, coloco ele pra dormir e ele acorda se jogando da janela
Publicada: 29 de junho
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101 de 103 pessoas (98%) acharam esta análise útil
45.5 hrs registradas
Análise de acesso antecipado
Em muitos aspectos o jogo me surpreende. O primeiro motivo que me chamou a atenção para testar o jogo foi a ideia principal: Você contar a história de sua sobrevivência até sua morte. Não de sua sobrevivência até você conseguir de algum modo escapar deste apocalipse. Além disso, o jogo têm muitos aspectos chamativos e interessantes como a base de simulação de sobrevivência, todos os processos fisiológicos e psicológicos do seu personagem. A forma de como ele lida em volta de sua realidade. Se seu personagem passa perto de um zumbi ou até mesmo de muitos ele fica em pânico e por consequência sua precisão e atenção diminui. Além do mais, você pode ficar depressivo, entediado, gripado, pegar intoxicação alimentar, ficar nervoso, ficar exausto e até mesmo pela lógica do ambiente ser infectado pelo (virus/bacteria, não sei) que te transforma em zumbi. A luz e a água acabam em um tempo aleatório, pode ser 1 dia ou 2 meses (no sandbox voce pode escolher a abrangencia do sorteio do dia), após isso as comidas estragam porque a geladeira não funciona mais, como também é muito fácil você morrer desidratado, falta de água, ou com febre por causa da intoxicação alimentar. Mas existe uma forma de prolongar sua sobrevivência: Estocar água, construir barris e pegar água da chuva. Achar um poço artesiano. Para a comida, cultive! Seja um fazendeiro! Mas cuidado, não deixe os zumbis pisarem na sua horta. Sem comentar sobre o sistema de rpg incluido no jogo, conforme você vai progredindo no jogo você sobe de nível e com isto escolhe pontos de habilidades como mira, armas de concussão (blunt), laminas (blade), cultivar (farming) e entre outros.

Por outro lado necessita de alguns ajustes, primeiro é a otimização do jogo (tem queda de fps). Segundo é o sistema de combate, simplório mas eficaz (o jogo não foca nisto, mas poderia melhorar). Terceiro é o sistema de "Traits e professions" que nada mais é o momento que você cria o personagem e você escolhe sua profissão (não estão balanceadas os beneficios de cada) e as habilidades [traits(não estão balanceadas)]. Porém, no site deles eles já informaram que estão trabalhando nisso e muitas mais coisas.
Publicada: 4 de dezembro de 2013
Você achou esta análise útil? Sim Não