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?
Brugeranmeldelser: Meget positive (9,516 anmeldelser)
Udgivelsesdato: 8. nov 2013

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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

Hvad udviklerne har at sige:

Hvorfor tidlig adgang?

“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 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 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.”

Hvor lang tid vil dette spil være i tidlig adgang?

“See above!”

Hvordan er det planlagt, at den fulde version skal være anderledes fra tidlig adgang-versionen?

“See above!”

Hvad er den nuværende tilstand for tidlig adgang-versionen?

“See above!”

Er prisen på spillet anderledes under og efter tidlig adgang?

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

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31. august

Mondoid: APZDTISA Wrap Up!


Hey hey it’s Monday morn again, it’s Lemmy again, but this time it’s also a public holiday in the Brit land, so we hope you’ll forgive a slightly lazy Mondoid for this week! We’ll try and cram in something cool and new in picture form, as well as get to those questions we missed last week. Since I forgot to arrange any Mondoid stuff last night it looks like I’ll be answering all the questions myself! Oopsie!

“Whaaaaaat kind of cool admin tools (if any) are in the works for mp servers? (i.e. teleport players, quick server setting adjustments, pve zoning, etc.)”

This is one of the cooler side effects to the upcoming Creative Mode. We see no reason why admins shouldn’t be able to access those tools, particularly the mini-map. One idea for combating cheating we thought of was a replay buffer file of sorts, a log that can be replayed on the minimap and show player movements across the map during the game. There are likely a ton of other admin tools that’d be handy too, definitely server setting changes and the like. In particular I’d personally like to see more support for creative stuff like Machinima to be easier as well as game admin tools.

“Will claim safehouses get any more attention (fine tuning), or is that in the finished pile?”

To be honest that was a spur of the moment ‘cool idea’ that had a few problems in practice. It’s the sort of thing that probably needs more time thinking about, and to be honest is a little immersion breaking and gamey in its initial form. We’re still undecided on the way to go with this feature.

“We will be able to swim in the lake or river? and another question: Have you been thinking about adding more winter clothes and implement the system of cold and heat?”

Regarding swimming, who knows. A year ago we’d have said no way. Now we’ll say probably not, but maybe?

The second part about winter cold, I will answer with the cunning use of (NOT BUILD 33) pictures from the awesome Martin!



 

There are more, as well as new weapons, items, backpacks and all sorts of other stuff, but sorry they’ll have to wait until the animation system is finished and out there! When it does though, BAM the doors are blown right off for adding new animations, visible backpacks, models, weapons, clothes, character texture overlays (think zombie damage / blood). That’s not build 33 though sorry, but very hopefully 34!

So, will Build 33 integrate that new killer animation upgrade that makes you fall from failed climbing attempts ? (because you’re Unlucky or Clumsy)

Erm I guess I just answered this one then.

Are you close to having backpacks and damage showing on your character?

Wow three for one!

Do we get throwing in the future?

Yes (though as far as I remember it’s already in with the bomb stuff no?), once we get the physics engine integrated fully (to allow vehicles to work on MP) we will be able to do much cooler throwing physics, to make thrown objects move through the air naturally, bounce off walls, smash against stuff, etc.

Has adding random occurring optional missions in the game ever been brought up? Objectives like saving a fellow survivor, or getting asked by an npc to find a missing friend?

Oh these will be common place once NPCs go in. Our plan is to have all manner of story events and mission like things being generated by NPCs in the world.

Are NPC’s going to be brought into the game any time soon?

Any estimated or a far guess for the arrival of the npc?

Very unlikely in the remainder of this year, realistically speaking. A NETA is all we’re willing to do because it’s the only thing we can know for sure.

I know UI isn’t top priority, but is there any way to be able to have a separate location for global chat and local chat in multiplayer, and possibly the ability to change it soon? In multiplayer, this is definitely a hassle.

First time I’ve heard of this being an issue, but if there’s enough demand for this as a feature I don’t imagine it’d take too long.

This week’s little bit of italicized text at the end has been brought to you by the letter Z. Please consider helping with our Wiki and if you’d like this sent to your mail click here. Also thanks to Urban Legend for the header image this week!

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24. august

APZDTISA 5!


 
Howdy folks! Due to the sheer length of our fifth "Ask Project Zomboid Developers The Indie Stone Anything"-session, we have to link you to it instead:

http://projectzomboid.com/blog/2015/08/apzdtisa-5/

ːcherrypieː

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Anmeldelser

“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)

Om dette spil

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.
  • 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: 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. 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]
  • Local 4 player split-screen co-op

    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 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.

Systemkrav

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 / 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
    • 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
Hjælpsomme kundeanmeldelser
141 af 169 brugere (83%) fandt denne anmeldelse brugbar
2 personer fandt denne anmeldelse sjov
81.9 timer bogført
Indsendt: 12. august
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Better than dayz.
Worth more money than dayz.
Devs are nicer than in dayz.
Game has less bugs than dayz.
You can drink more bleach than in dayz.
There is more single player than in dayz.
There are less evil russians and germans that want to take your clothes off and make you dance than in dayz.
There is less dayz than in dayz.

Hope you enjoyed my review :D
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Spawn in

hear about a sanctuary in chat
go to there
everyone is nice except one person,
stay in Sanctuary, make friends
gets kicked out because i killed a person that was aiming at me with PVP on
Friends follow me
go over bridge
find construction site with fence
fix and fortify construction site
a horde migrates around our camp
we kill 1400 zombies that day
go to sleep

Day 2

Wake up
Placeis still intact
i hear a gunshot
go outside
see a a man trapped in the middle of a horde
shoots gun to attract horde, man runs to safety
destroys 100 zombies
ask man what happened
His friend left him for dead
we go up into the tower
he pushes me off
i die, luckily i was scratched and infected
he comes looking for me
my zombie devoures him

10/10 would devour stranger again

Ok lets be serious, Project Zomboid is a freaking good game, and with the workshop coming out, i must say, it WILL get better, i just want to say devs, if you're reading this, you made a great succes,
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Pros:
✔Great sandbox survival gameplay. It is not just another survival game, its unique and very hardcore experience
✔Despite being isometric. this game have some unique style
✔Craft system is comfortable enough
✔Character creation system. You can even choose passive skills
✔You can build your own fort with garden, generators, traps and etc.
✔Sound design of the game. It creating depressing and sometimes horror mood. Perfectly fits the game
✔Regular updates

Cons:
✘Lack of NPCs and venicles (you can hardly call it cons,cause they definitely gonna be in full version).

So far i cant find any serious issues in this game. One of the best Early Access games. This game is must have for any horror-survival fan.
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-INTRO-
100% Best Zombie game on the internet. Im going to start with some pros and cons (if there are any) then ill move onto my thoughts about the game.

-PROS AND CONS-
Pros:
-Good Ai
-Very polished
-Great skill progression
-Hours upon hours of fun intense gameplay
-Character custimization (Look-Traits) is wonderful
-Character mood is appropriate for an apocalpyse
-Game allows you to enter a new type of gameplay at your own pace (will be mentioned later)
-Multiplayer and Singleplayer are both extremely fun
-Steam workshop

Cons:
-Incredibly easy to die (this can be taken as a pro or con)
-Some unexplained systems can get your character killed or leave you confused

-MAJOR GAMEPLAY MECHANICS-
Before i start there are 2 big gameplay mechanics that you need to check if your okay with.

1, It's so very easy to die, You will have spent hours upon hours building a giant fort and training your character to withstand anything, and then get bit by and unseen zombie. There is no cure for sickness or zombification in this so once your bit your dead. This could be immersive, but if you get too attached to your character, you will be crushed if this ever happens.

2. The end is not nigh? The tense scavenging and fleeing from zombies (or fighting them) is very fun, but at some point your going to need to set up camp. Once you can properly defend yourself and have the tools you need, its time to make a base. This does take a very long time but once its complete there is nothing to do. You will simply grow your food and collect rainwater forever. Thankfully there is multiplayer so PvP is an option. But i perfer singlepler because sleeping is enabled and hordes zombies are hard enough for me.


Okay, so now your aware of the games biggest downfalls (or not depending on your view). Now im basically going to go through my pros and cons in more detail.

-AI-
So as i said earlier the zombie ai is great, they respond to noise and sight accordingly, fresh zombies are faster, automated noises (distant gunshots, screams, helicopters) make the zombies migrate which causes hordes to disperce (somewhat) and small herds to travel around.

-SKILL PROGRESSION-
The skill progression feels so great. It takes a long to get your skills high enough for an upgrade, which makes the somewhat small increase feel so much more achieving. Also sub skills can be given multipliers from reading books. There are also lots of skill placed in catagories like Weapons/Physical/Survival/Crafting

-VERY POLISHED-
The game feels very polished and I havent encountered a single bug.

-TENSE GAMEPLAY THROUGHOUT-
Off the start you will mainly be fleeing or fighting zombies one by one which gets the heart pumping when you see massive groups swarming around buildings. Eventually you will get better melee weapons which help but it still takes a lot of skill to kill a small group of zombies. Even once you aquire guns, you will find it just as unsafe because sound really travels attracting zombies for miles which can put you in a terrible position. So now it would seem melee weapons are the safest way (in my opinons they are) but you still risk setting of alarms in some buildings or acidentally breaking a glass window.

-CHARACTER CUSTIMIZATION-
Character look custimization is pretty basic but you will find it really doesnt need to be complex. The main beauty comes from the traits. You start off with 6 points, positive traits cost points and negative add points. Obviously better traits cost more and the more negativly the trait affects you, the more points it add. There are so many positive traits that can be so useful in so many situations, but they come at a cost. The traits are a great and simple way to make a small (or large) affect on your playstyle.

-APPROPRIATE MOODS-
Your character will react to the situation properly (which many zombie game fail to do). You will be come more panicked the more zombies you see or hear. If you chose to not have any action around, you will become bored. You will be in pain if you take damage. Carrying too much? your back will hurt and you will become slow risking a back injury. Each mood will have some positive or negative reaction and can severly affect the you and your surrondings.

-BASIC (ADJUSTABLE) GAMEPLAY- *pssst spoilers?*
The pacing of this game is very good. It is also adjustable if you feel its too difficult or too easy,too long or too short. Basically you can change when power stop or how the zombies react to things and you.
General stages of gameplay:
-Fleeing/Scavenging
-Moving from home to home fighting small amounts of zombies
-Returing to a single house gathering your loot and possible boarding parts of it up
-Completely boarding up a single or few houses while still collection supplies
*Power and Water shutdown* (adjustable)
-Adding to current house or start your own shelter anywhere
-Farming and collecting left over water from sinks and toilets
-Scraping up last bits off non-perishable food
-Finish awesome base/Farm/Collect rain water

-MULTIPLAYER AND SINGLEPLAYER-
Multiplayer takes away sleep while adding PvP and Co-operation

-STEAM WORKSHOP-
Awesome community maps. Useful mods. Can possibly adjust game to just the way you like

-SUMMARY-
I really enjoy this game. Hours of fun, with or without friends. Thats about it....Just an amazing game!

-MY RATING-
11/10 - Best zombie game

-NOTES-
Wiki will probably be needed for many things
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Hands down the best zombie survival game i have ever seen.
The map is still under progress, but it's already huge with two major towns , and many factories / hidden places.
The zombies are really well coded, and everything is taken into account : the noise you make, if you are visible through a window, if they see light inside a building, ect...
Also, your character can only see what's in front of him, you thought you'd have a nice, aerial view of every danger around ? Nope.
The variety of items that can be found is huge, it makes the game very realistic, and scavenging all the more interesting.
The weapon system is made in a way that you can't kill many zombies easily, so it's vital to establish strategies like catching the attention of zombies to get them away from your shelter, and loose them by running between trees.
The graphics are great, the game is light and will run on most computers.

This game is everything DayZ (and many other similar games) should have been, and it keeps getting better with every update, thanks to the awesome Devs.

Did i forget to mention it ? This game is very hard. You're going to die. Quickly.
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