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?
Uživatelské recenze:
Spíše kladné (192 recenzí) - 70% z 192 uživatelských recenzí z posledních 30 dní je kladných.
Velmi kladné (12,275 recenzí) - 91% z 12,275 uživatelů ohodnotilo tuto hru kladně.
Datum vydání: 8. lis. 2013

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Hra s předběžným přístupem

Získejte okamžitý přístup a začněte hrát. Zapojte se do této hry již během jejího vývoje.

Poznámka: Tato hra dosud není dokončená a během vývoje se může výrazně změnit. Pokud Vás hra nyní nezaujala, zkuste počkat, až bude v další fázi vývoje. Více informací zde.

Zpráva od vývojářů:

Proč předběžný přístup?

“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 we 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.”

Přibližně jak dlouho bude tato hra v předběžném přístupu?

“See above!”

Jak se bude plná verze lišit od předběžného přístupu?

“See above!”

V jaké fázi vývoje se hra nachází?

“See above!”

Změní se cena hry po skončení předběžného přístupu?

“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.”

Jak plánujete zapojit komunitu do vývoje této hry?

“See above!”
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26. září

Ultima Warrior

Hey everyone, quite a bit in this week’s Mondoid. Just a quick note before we dive in though. It’s sometimes tricky to ascertain what’s in upcoming builds (and past ones)  from a browse of our weekly blogs – so we’ll be now be maintaining a ‘PZ Status and Build history‘ page on our website from now on. Everything from our launch on Steam up until the present day will be covered there, so it should also be handy to let returning players see what’s been added during their absence.


Work in the anims branch continues – tying up loose ends and making sure the entire game is playable and makes sense visually in terms of character action and behaviour. An example of this can be seen in the second half of the following video, to prevent the fairly odd sight of the player character sprinting at full pelt through thick woods. The following are just two of the many animation sequences we’ve implemented over the past week.


After our successful first test of in-game VOIP, positional player voices and volume we have just received the second updated drop of General Arcade’s fiddlings with the PZ mainframe. It’s got added server options, configurable voice audibility over distance, better microphone boost and voice volume control and now supports all our various supported platforms.

We still need to spin the build up on an internal dedicated server and give it a proper test, but GA are hopeful that we’re now not far from integrating VOIP into Build 35 – or at least to open up the VOIP build to a wider brigand of testers on the TIS forums. We’ll keep you updated on that front.


RJ has spent the last few weeks amassing a vast number of new features, tweaks and smoothenings requested by our hardcore playing community – all of which are now playable inour open IWBUMS public beta. This week, however, he’s turned his attention towards the fine folks who host servers for MP play, and who have needed more control and player-inspection powers for a long old time.

The model we’re using is that of the awesome, wonderful and rightly revered Ultima Online and introduces Server Access levels for Admin Staff with different levels of power and responsibility. Full details of Observer, GM, Overseer, Moderator and Admin roles can be found here on the TIS forums.

Added into this are better recorded spawn/death coordinates, a teleportation command and other ways to deal with cheatiness. There’s also a new UI that’ll let moderators and upwards modify player traits, professions, names, usernames, XP and whatnot.

Right now RJ is working on an info sheet of sorts so admins can track player activity better, but he’ll be returning to the ever-growing pile of main game player suggestions found here on the forum in the near future, so if you want to add your thoughts then please do so!


Mash continues work on Build 35’s second big new map location, as well as filling in a bunch of the nowhere-zone cells currently on the PZ map with detail and traces of civilization. She has, however, performed what we call a ‘Mash Smash’ as to revealing what the new area is – wanting it to be a surprise to beta testers when it hits IWBUMS.


Turbo has tied his implementation of our community’s fine narrative content translation work(Russian, German, Spanish, Turkish Polish and French right now) to finalising a public version WordZed for the modding community – our in-house radio and TV writing/editing/timing and wavelength broadcast tool.

It wasn’t hugely user-friendly formerly (which is why it wasn’t released) but now comes with an added Search functionality, options and a general smoother edit process.

We want to tweak it further, and to write a decent manual, but intend to beta release it in our Community Translation it for feedback as soon as we can. In the mean-time Writer Will has also been editing existing narrative content for use on VHS tapes and CDs for character entertainment and boredom relief after most broadcasts cut out, and is also tapping up some new home-taped content too.

This week’s zombie stick-up from Original Nickname of Steamton, Steamshire. 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. We also live on Twitter right here! The BOIT now also flags that our Discord is now open. There are many cats that live in there, and all of them are cool. Oh, and check out the new PZ Status and Build History page if you’re so inclined too.

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19. září

Smash n' Grab


Mondoid time everyone. We’ve got good progress going on the new map stuff, handy feedback being addressed on last week’s VOIP integration tests and should have community radio/TV content going into the test later this week – but here’s the more headliner items:


The public beta of Build 35 now has a pretty goliath changelist, and if you so choose you can get into the IWBUMS action using the info available here. Over the past week there have been three builds: 35.13, 35.14, 35.15 and 35.16 and they’ve covered a bunch of fantastic additions, smoothenings and ‘quality of life’ improvements. Many of these have been direct community suggestions, so if you’d like to add to the pile then you can do so in this handy thread. Here are some notable additions that’ve gone in over the past week:
  • The container or corpse that your character is currently looting now is now highlighted in orange, meaning that it’s now far easier to be sure you haven’t missed anything. This seems to be making the beta testers make happy noises. (Final colour choice still being debated).

  • Drainable items now reduce in weight according to how many times they’ve been used – so water bottles, bags of coal, gas cans etc. get appropriately lighter when they contain less and less. Drainable items can also now be consolidated into one so, for example, two half full gas cans can be now be consolidated into one that’s full and another that’s empty.
  • Composting is now in-game, providing a use for rotten food. A wooden compost bin can be built from the Carpentry menu, after which food placed inside will slowly turn into compost. You can then use a sack to retrieve it, and use it to fertilize your crops.

  • It was indicated that on MP servers it’d be good to have clearly identifiable crates for particular item storage, so you can now paint anything wooden in your chosen colours – as well as almost any interior walls, which was another request.
  • Leaving cooking pots, bowls, buckets or saucepans on the ground when it’s raining will result in them (slowly) filling with rainwater.
  • A new smoker trait has been added, which means smoking will reduce stress and increase your character’s happiness, but increase stress and unhappiness if he or she goes without smoking for an extended period. Non-smokers might also feel mild nausea if they have a puff or two.
  • Other stuff: UI panel tutorial info added, fatigue/boredom/unhappiness tweaks, Health panel auto-uses inventory items and fire extinguishers added to loot table.
  • More other stuff: Park Ranger and Lumberjack move faster through trees, Generators are more drained the more objects they’re plugged into, mail boxes now spawn magazines and newspapers and zombie-damaged sheet rope sprites are now added.
  • More, more other stuff: Jars can now be found in packs of six to encourage players to pickle their food. XP balancing. Lots of bugs quietly smothered in their bug beds.

We’ve got plenty in and working, and doing so in awesome ways, but want to release something for testing once we’ve got the gaps that’ve popped up filled in. Now we’ve got slick animations any omissions, or stuff the game could get away with in its more basic form, stick out like a sore thumb.

Formerly we could just have it happen with no animation (have the character walk through the counter to open a window for example) and it’d be fine, now everything looks so good this sort of ‘visual smudge’ looks wrong and really stands out. Another example of this is making ‘looting while carrying a weapon’ look half sensible. We’re going to keep on filling in the gaps rather than throw it out into the mix of the current IWBUMS test, which is a pain but will be worth it in the end.

Once we’ve got the Incidentals out of the way (and, yes, that was an Alisha’s Attic reference) we can release and get motoring with the pipeline that leads to all of our other 1.0 features.

While we have this back and forth with Martin the Animator we’re also making sure that keyboard and mouse feel fun and responsive with the new system. You can’t turn on a dime with the new animations, so it can feel a little clunky when you’re indoors – so we’re also balancing that as we go along. Likewise we’re making sure that the shift between running and walking, and vice versa, feels nice and responsive.

More next week gang, thanks for dropping by.

This week’s zombie stick-up from Sergeant Giacomo in Steamsville . 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. We also live on Twitter right here! The CBOIT is now also excited about our Discord chat too. Oh, and check out Nolan’s awesome Nocturnal Zombies mod.Nolan is cool.

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Nahlaste chyby a zanechte zpětnou vazbu k této hře v diskuzních fórech


“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)

Informace o hře

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.

Systémové požadavky

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, 10
    • 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
Uživatelské recenze
Uživatelské recenze se dočkaly aktualizace! Více informací
Spíše kladné (192 recenzí)
Velmi kladné (12,275 recenzí)
Druh verdiktu

Druh nabytí


Zobrazit jako: 
35 recenzí odpovídá filtrům ( Kladné)
Nedávno odeslané
16.9 hodin
Recenze předběžného přístupu
Přidáno: 14. srpna
Dobra multiplayrová hra.
Užitečná? Ano Ne Vtipná
Multy (dominikhandl0123)
38.8 hodin
Recenze předběžného přístupu
Přidáno: 26. května
Super vyzkoušejte sami.
Užitečná? Ano Ne Vtipná
11.5 hodin
Recenze předběžného přístupu
Přidáno: 10. května
Good game
Užitečná? Ano Ne Vtipná
4.6 hodin
Recenze předběžného přístupu
Přidáno: 28. března
Mám nahráno ještě pramálo na to abych mohl plodit kvalitní recenzi ale už za tu krátkou dobu mohu říct že i když hra vypadá asi jako the sims 1 se zombiiieee (dokonce se tak trochu i hraje) :P tak mohu zaručit že se budete bát a lekat jako když čučíte v kině na horor. No... možná nééé tolik ale i přes to kvalitně :)
Byl jsem zklamán že město není náhodně generované ale na toto téma náhoda vs nenáhoda se na internetu vedou slovní bitvy už asi hodně dloho. Ano generátory vyhazují dost nevzhledné a často nepovedé mapy ale i tak je mám prostě radši.
Také mi trošku vadí že když si v sandboxu zvolíte přednastavení first week tak hra spadne. To trochu vrhá stín na mou důvěru v kvalitu hry. Hrát hru ani né dvě hodiny a hned crash :/ to je hodně nedůvěryhodné třeba to je pouze můj místní problém. Když si v sandboxu nastavím vše manuálně a vynechám přednastavení tak se zdá že to nepadá. Ale to ukáže až čas. Mimochodem slušný soundtrack poměrně dost nastavení ohledně mapy, zombíků , vlastní potavy a hlavně poměrně vymakaný zdravotní a pocitový stav vaší postavy dost podobné Neoscavengerovi to se prostě nedá nazvat jinak než hodně dobře odvedená práce páni vývojáři :) Jen zapracujte trochu na té stabilitě hry v sandboxu a nebude to mít chybu.
Já dávám 85%
Užitečná? Ano Ne Vtipná
102.2 hodin
Recenze předběžného přístupu
Přidáno: 14. března
Co dodať, neskutočne super hra, ktorá je premakana. Remeslá, skills, upgrades, atd atd atd... odporúčam. Samozrejme je možnosť aj viac hračov :-) 100 bodov :-) Teším sa na nové aktualizacie :-)
Užitečná? Ano Ne Vtipná
16.4 hodin
Recenze předběžného přístupu
Přidáno: 6. února
Best playing with friends, and even better with somethings from workshop
Užitečná? Ano Ne Vtipná
188.2 hodin
Recenze předběžného přístupu
Přidáno: 20. ledna
Zdravim me osobne se libi ,grafika teda nic moc ale perfektne propracovani .
koho bavi zombi tak doporucuju.
co me vadi ze tam neni mapa s prehledem kde jsem a tak.
doufam ze budou dalsi vylepseni.
Užitečná? Ano Ne Vtipná
Nejužitečnější recenze  Souhrn
28 z 33 osob (85%) ohodnotilo tuto recenzi jako užitečnou
4.2 hodin celkem
Recenze předběžného přístupu
Přidáno: 25. listopadu 2013
vystřelte ale umřete! ... v téhle hře nejste Rambo ale přeživší co hledá zásoby a úkryt před hromadou pochodujících mrtvých těl tam venku a nikdo vám nepomůže jste jen sami na sebe. Takže popadněte prkna a zatlučte okna tady nejste nikde v bezpečí a oni jsou všude.

+Skvělý systém.
+Opravdový simulátor přežití v post-apokalypstickém světě plném zombie.
+Možnosti si vytvořit vlastní úkryt.
+Podpora Češtiny.

-Věci na dodělaní ale tak vše.

Verdikt - Tohle je příběh o tom jak jste umřeli!


Byla tato recenze užitečná? Ano Ne Vtipná
10 z 10 osob (100%) ohodnotilo tuto recenzi jako užitečnou
4 osob ohodnotilo tuto recenzi jako vtipnou
19.2 hodin celkem
Recenze předběžného přístupu
Přidáno: 7. června 2015
Nezdá sa, ale tá hra je úplne mega. SImuluje kvantum vecí a pritom vyzerá tak jednoducho. Hráč si vyberie svoju postavu, na výber má niekoľko povolaní, ktoré jeho postava vykonávala pred apokalypsou. Od povolaní hodných ako policajt (teda, policajt, asi nie), ako požiarnik, skaut, alebo strážca parku až po povolania menej hodné ako nezamestnaný, či otáčač burgrov (prekvapivo v burgrárni). Vyberie k tomu skilly, tie ktoré pridávajú pozitívne a negatívne vlastnosti. Napríklad, vie rýchlo bežať, viac unesie, rýchlejšie čítať knihy, alebo naopak, je tučko, negramotný a ešte k tomu vidí len na jedno oko.

Po výbere postavy nasleduje výber mesta. Postava sa narodí v štvrti, ktorá je príznančná pre jej povolanie. Zlodej, alebo nezamestnaný začínajú v trailer parku, kým doktor začne v lepšej štvrti. Ale to všetko je vlastne úplne jedno. Treba nájsť dom, jedlo, nádoby, náradie, naučiť sa variť, siať obilniny, opravovať veci, staviať dom a zátarasy, vyrábať pasce a hlavne sa mlátiť a liečiť sa.

V hre sa veľa zomiera, veľmi veľa, aj pri obozretnom hraní. Najdlhšie som prežil 11 dní a 9 hodín. Zabil som skoro 240 zombíkov, raz mi zhorel dom, lebo som zabudol vypnúť sporák. Piekol som kura. Nezabil ma zombík, ale infekcia. Porezal som sa na skle, keď som preliezal cez okno do skladu. Našiel som ale sekeru, smrť bola hodná úlovku, sekeru som daroval svoijm súrodencom, ktorí hrali so mnou multiplayer a ja som sa odobral do lesíka za domom, kde som počkal, pokým sa zmením na zombiu.

Vrátim sa znova, pre sekeru a zabiť samého seba
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Recenze předběžného přístupu
Přidáno: 12. května
Project Zomboid je 2D survival hra s komplexní herní mechanikou, craftem, RPG prvky. Je ve vývoji přes pět let a její vývojáři udělali obrovský kus práce - přidali multiplayer, zdokonalili craft, přidali systém skillů a traitů (určuje charakter vaší postavy, její přednosti a slabiny, předapokalyptické zaměstnání, které má vliv na vaše dovednosti atd.) I přes to, že to není hra pro každého (je velmi komplexní, neodpouští, každá chyba, neopatrnost může znamenat smrt vaší postavy), tak má velmi silnou komunitu hráčů a neutuchající podporu od vývojářů. Hra se mění každou novou verzí (cca po čtvrt až půl roce) stejně jako je tomu např. u 7 days to die, ale je stabilnější a má konkrétní směr. Herní princip je pořád stejný - přežít nejdéle, jak to jde.

Ve stručnosti:

+ česká lokalizace (díky Rsa Viper a Fenek)
+ spolehlivý developer u early acess titulu
+ komplexnost
+ modovatelnost (existuje spousty kvalitních modů z workshopu)
+ nově možnost pozvat spoluhráče rovnou do hry

Jediným problem je obecný problém sandbox survival her - po delším hraní, kdy jste zabezpečeni není moc motivace hrát dál. Nejlepší možným způsobem, jak hru prodloužit je najít si skupinu hráčů, popř. hrát RP, aby vám to vydrželo, než vyjde další build a vy začnete od začátku :-D Vývojáři v budoucnu chystají story mod, který by situaci mohl změnit.
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18.1 hodin celkem
Recenze předběžného přístupu
Přidáno: 9. ledna 2015
Pecková hra..

+realističnost a lidské potřeby
+nemoci (kašlíček a rýmička, nakažení kousancem, teplota, nevolnost, atd..)
+různorodost (každá budova,každý kout je svým způsobem jedinečný..nic není stereotypní)
+možnost přednastavit si VŠE..a tím vše myslím opravdu vše - doba od uplinutí infekce, množství jídla, zbraní a jiného, měsíc v roce, jak dlouho potrvá jeden den (30 minut, 1 hodina, atd..) a jako třešnička na dortu možnost nastavit si zombáky.
Máte raději zombie pomalé a houževnaté jako v seriálu The Walking dead
nebo máte raději rychlé sprintery kteří nevydrží téměř nic jako v Left 4 Dead.... :)

a teď druhá strana věci ZÁPORY :(((

-Málo druhů zbraní
-Malá mapa (chybí mi tu různé vesnice, farmy, dálnice, motely...atd)
-Žádné objekty....(žádná vozidla na ulicích) :((((
-žádné scenérie (havarované vrtulníky/letadla, hromadné nehody vozidel, apod..)

I přes ty zápory je každopádně více kladů...
když to shrnu tak této hře jakožto simulatoru přežití v apokalyptickém zombie světě kde můžete dělat téměř vše co se vám zlíbí (zdůraznuji TÉMĚŘ vše) bych dal asi tak 88% ze 100% ostatně co tam zažijete se nedá popsat, to si zkrátka musíte koupit a zahrát sami
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59.0 hodin celkem
Recenze předběžného přístupu
Přidáno: 19. května
+Česká lokalizace
+skvělá hratelnost

-velmi těžké pro nové hráče
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21.0 hodin celkem
Recenze předběžného přístupu
Přidáno: 28. srpna 2014
Povedená hra, mohlo by se tam ještě něco dodělat samozřejmě, ale na to že nemám rád tyhle druhy her tak musím říct, že jsem nadšen.
Doporučuji hrát ale MP s přáteli ať je dobrá spolupráce. :)
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Recenze předběžného přístupu
Přidáno: 30. října 2015
Výtečná hra pro přiznivce "Zonbie Survival" žánru . Výtečná hra s úžasným potenciálem a nápadem. Jsou zde nemálo propracované systémy od ošetřování až po barikádování domu. Tato hra ale vyžaduje cvik a to né malý , jelikož po započatí této skvělé hry se vám stane že umřete do 10ti minut.Takže já tuto hru určitě doporučuji.Jsou zde hodiny zábavy a plně funkční multiplayer kde si s kamarády společně poumíráte. Bohužel to má i zápory například ty , že officiální servery jsou vysoce nestabilní a není zde co dělat. Za mě , 9/10
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Recenze předběžného přístupu
Přidáno: 20. března 2014
Dobrá hra a zabaví na hodně hodin doporučuji zakoupit
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7.6 hodin celkem
Recenze předběžného přístupu
Přidáno: 23. prosince 2013
Velmi si tuto hru užívám. Crafting a survival je moje oblíbená kombinace :D
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139.9 hodin celkem
Recenze předběžného přístupu
Přidáno: 17. dubna
Zomboid = 100/100
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