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?
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Meget positive (13,423 anmeldelser) - 90% af de 13,423 brugeranmeldelser for dette spil er positive.
Udgivelsesdato: 8. nov 2013

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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 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 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.”

Hvordan planlægger I at involvere fællesskabet i jeres udviklingsproces?

“See above!”
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16. januar

Dead Territory



 

Hello! The zombie paperboy just threw the following chewed and bloodied missive onto your lawn. Read on, survivor!

BUILD 37: ORIGINS

Since the release of Build 36 ten days ago, RJ continues to tinker with ovens, microwaves, timers and analogue dials – now focusing on the sensibilities of microwaving metal (bad idea), cooking temperatures and the way cooked/microwaved food impacts on character happiness and contentment.

He’s also, with the help of our admin team and various different servers, collating info on the various long-term server MP bugs that have popped up since Build 36 and looking for fixes.

ANIMATIONS

The continuing quest to get the animations out the door continues. Next thing on the agenda is getting some completely solid uninterrupted gameplay with all the new anims that we can show you, and then release for you to play. We’re hoping to have something that’s solidly playable for a gameplay video soon, but no promises as to when – as we’ve been bitten by that so many times before.

When the build is ready it will be going into its own testing branch. It’s such a massive change that the inevitable initial teething troubles would disrupt the speedier public build schedule we intend to maintain this year.

Overall, you see, the wind is blowing back towards getting SP fully coordinated, up, running and out for testing. The recent pain in the bum behind much of the delay has been MP anims compatibility: since the animation drives a lot more of the game systems, making sure that everything is synced and smooth is tricky to say the least. Given the time it’s taken, however, it increasingly feels like we should get a settled build out there that’ll allow for feedback, and something solid to tie back into the tricksy MP.

In other anim related news we’re also talking to General Arcade to implement a new model loading system that will allow for modders to import practically any format of 3D model they want. This should make the ability to mod in weapons, animations and clothing much easier going forward.

This will be alongside the map downloading, streaming, chunk caching and game-object-processing work our lovely Russian friends will be doing to help us on our way to integrating EasyPickin’s fab work on the road to getting vehicles out of the garage online and off, as mentioned last week.

ITEMZED

Turbo is wrapping up work on his development and modding tool ItemZed that we discussed just before Christmas.  This will give the community the ability to play around with item attributes, recipe contents, individual values, loot locations and spawn rates – and all kinds of similar cool stuff.

He needs to finalise the best way to have the ‘read only’ content from the base game present in the tool, after which he plans to release it on the forum. After this he will giving CartoZed a quick tune-up to make it compatible with user maps, before moving back to the main game and finishing his existing work on various in-game devices (VHS, radios, CD players, better environmental noise for TVs etc)  for an upcoming build.

HEY GERMAN SURVIVORS

Just wanted to point out that a cool website called SurviveThis has cropped up on our radar via their PZ  blog English-to-Deutsch translations, and looksees at cool stuff like Blindcoder’s PZ map. Google Translate suggests it's a really good place to have bookmarked for your survival gaming and horror needs.


Featured image from Stranger. The Centralized 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 hereOur Discord is now open for chat and hijinks too. A general overview of the content of PZ builds past, in testing and upcoming can be found here. And, in keeping with the CBOIT’s increasingly lurid fascination with suspect shenanigans… rude link here]

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9. januar

Build 36 Team up



Hello! It’s Monday. It’s Project Zomboid. So it must be… Mondoiddddd.


Build 36 Released!

This year we intend to keep the build release process fairly free-flowing, as opposed to leaving improvements on the brew in IWBUMS public beta for longer than is necessary. With this in mind, then, last Thursday we publicly released a fast-fire Build 36 to follow on from Build 35’s release just before Christmas. This has now found a home on survivor hard drives everywhere.

The full changelist can be found here but the abbreviated highlights run as follows:
  • Survivor Trading UI. The initial MP iteration of a trading system that will later be expanded on in SP modes. Players can drag and drop items from their main inventory, and faction-owned surroundings, so they can barter with other players, make offers and finalise deals.

  • PZ builds now show changelogs on initial boot-up of new builds so survivors don’t have to hunt through Steam or the forums to find out what has changed.
  • Player can now move two-tile furniture like signs and paintings around, and also (with the correct tools) deconstruct larger objects into several smaller kit parts that can later be reconstructed. Movable item icons also improved in the UI to make system clearer.


https://www.youtube.com/watch?v=yRzFy4VYW8c

  • Small stuff: Electrician starts with radio recipes. New tooltips. Recipes now overwritable to make life easier for modders. ‘Invite Friends UI’ made prettier and more user-friendly. Expanded respawn/forage zones. Trapping nutrition adjusted. Plentiful bug fixes n’ balance.


GENERAL ARCADE

After their amazing work integrating VOIP with the PZ mainframe our friends at General Arcade have been digging deep into our codebase to find out ways they can help with the integration of various features destined for roll-out in the lead-up to PZ going 1.0. Namely, but not exclusively, vehicles.

The deep-dive is now complete, and GA are now gearing up to work on what they’ve discovered: initially map streaming improvements, net code optimization and an acceleration of the rate at which PZ (online or off) processes game objects.

It won’t be an overnight job, to say the least, but they’re improvements we can feed into the game build-by-build (improving the whole game’s performance as they go) to help us ease EasyPickins’ ace work on cars out of the dev garage and onto the road.


ANIMS AND COMBAT

It should be underlined that the new animations, combat, outfits, weaponry and all that pizazz hasn’t fallen down a deep, dark well. We’re still going with it, and coming back to the coalface fresh from the Xmas and New Year break is proving fruitful. As we have done before, we apologise for the delay – but hope to have fresh news for you in the Mondoids to come.

RJ’S KNOB

The first thing on the menu for the first IWBUMS beta release for Build 37 is a UI feature to improve the life of chef survivors – an operational UI dial that will initially be used for alarm timers on ovens, and for microwave settings.

Small thing, yes, but also one that Turbo can use when we update the radio and walkie-talkie system to have more analogue station-tracking (handy for scanning airwaves in MP, and for plans for SP survivor radio) and also for setting some timed explosive devices.
 

OBEY GRAVITY MOD

Blindcoder, custodian of the ‘Recently Updated With Build 35’ PZ map and author of several mods integrated in to the PZ mainframe, has released a cool new mod that deals with the tricksy and much debated happenstance of Sky Forts.

The ‘Obey Gravity’ mod sees player-built structures fall down when supports are removed, and stops players being able to build floors more than three tiles away from supporting walls. Both ourselves and Ben would love to know what the wider PZ survivor populace thinks of his approach to sensible-shoes engineering.

Featured image from НЕКОКУН. 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 hereOur Discord is now open for chat and hijinks too. A general overview of the content of PZ builds past, in testing and upcoming can now be found here. And oh my GOODNESS GRACIOUS some graphical bugs are rude 

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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.
  • 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: 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]

    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
    • 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
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