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?
Hovedsagelig positive (193 anmeldelser) - 71% af de 193 brugeranmeldelser, fra de seneste 30 dage, er positive.
Meget positive (12,272 anmeldelser) - 91% af de 12,272 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 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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19. september

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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12. september


Hey all, welcome back to PZ’s weekly goings-on blog. Let’s delve into what’s going on with some of the features dropping into near-future builds.


The new animations system is the first step in our internal plan to feed all our remaining 1.0 features into the game, something we’ll expand on once we’ve kicked the anims out of the door. Right now we’re under the hood implementing the remaining actions and tying some others into gameplay systems, plus going back and forth with Martin the Animator if anything needs adjusting.

We’re also at the stage now that we can spot any stray required animations that slipped through the net. For example in last week’s video we saw the new ‘zombie climbs through a window and over a counter’ animation – but implementing it flagged that we didn’t have that in reverse. Now counters next to windows are collidable again zombies no longer had an exit route, so Martin is on the case.

Meanwhile, Binky has been finalising the look of the re-animated zeds – which will in turn be able to have various injury, blood, headwear and clothing overlays.


We’ve had the first drop of General Arcade’s VOIP-ed version of PZ! It still needs finetuning, polish, UI work and complex fiddling on the Mac/Linux versions but the first test carried out over the weekend revealed plenty of encouraging details, alongside spotlighting bugs for our Russian friends to fix.

In the words of Benjamin ‘Blindcoder’ Schieder, the man behind the PZ map: “One thing that immediately stood out was that positional sound works great! When another player ran circles around me I heard his voice shift from left headphone speaker to right and back. Very good! Another thing that worked was voices growing quieter with distance, but it currently does so too quickly.”

The video of the VOIP test is below, but please remember that this is very much a work in progress. [It’s also getting us quite excited about getting the system tied into Turbo’s in-game radios.]


Mash’s map work continues, with finishing touches to the perimeter of the new residential area now complete. She’s now moving onto some new fun areas that are being dropped into the current map for players to discover. As flagged by Blake81 on the forums, meanwhile, now EP’s tree noise work will let us complete all the wilderness cells on the current map she can also complete the train tracks that many players use as a route between Muld and WP.

Writer Will, meanwhile, is working with Turbo on his entertainment/boredom moodle projects – expanding out Zomboid lore into recorded media, and also correcting the many and varied typos in the game that have been flagged by our gallant community translation teams.

RJ, meanwhile, sits at the foot of a mountain of the community’s ‘small tweak, big impact’ suggestions that we’d like to integrate into the ongoing Build 35 public IWBUMS test before animations drop into the game – with all the cool new gameplay and features they’ll unlock. A lot of the suggestions have been brilliant so far, so if you have another for the list then please post it up in here.

This week’s AMAZING featured image by DramaSetter. 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, and that because people seem to prefer it we’ll probably kill off our IRC soon. Oh and, KPACUBO – someone’s trying to tell you something I think?

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“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:
  • 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.


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
Systemet til kundeanmeldelser er blevet opdateret september 2016! Lær mere
Hovedsagelig positive (193 anmeldelser)
Meget positive (12,272 anmeldelser)



Vis som:
20 anmeldelser passer med filtrene ovenfor ( Positive)
Senest opslået
Twitch & Youtube #Unicornlevel
7.0 timer
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Indsendt: 21. juni 2015
mega godt man dog tænke sig om og hurtigt før man dør
Hjælpsom? Ja Nej Sjov
0.4 timer
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Indsendt: 19. maj 2015
Played this very shortly, because i quickly found out how bad this game is...mainly due to its poor controls.

Hjælpsom? Ja Nej Sjov
8.1 timer
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Indsendt: 28. april 2015
Awesome Game ! <3
Hjælpsom? Ja Nej Sjov
88.2 timer
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Indsendt: 15. januar 2015
Min ven og jeg mod alle zombierne.

Førs fandt vi et hus, så fandt vi masser af ressourcer og ledte efter den berømte økse og sav. Så barikaderede vi huset, lavede en have. Opdagede at huset lå for langt væk fra alt det sjove, flyttede lidt nord på, tættere på warehouses mv. Blev overmodige, begyndte at seache på egen hånd - resulterede i en dødelig infektion efter at have opnået 10 skillpoints (plus 3 ubrugte). Startede en ny karakter, min ven stadig på sin. Strømmen gik - begyndte at barikadere det nye hus. Byggede mur hele vejen rundt om. Lavede en stor have. Faldt ud af et vindue, brækkede benet. Af den årsag blive hjemme og arbejde i madlavning over bål. Blive forbrændt. Rense og forbinde det også. Lave mere mad. Overse ny omgang af ild i benet, gå ind i huset. Huset begynder at brænde. Dør igen - min ven forsøger at rede så meget som muligt. Starter ny karakter- kommer frem til huset der er brændt med alt vores ressourcer inden i.
Nu er vi flygtet til floden helt i nord for at starte et nyt liv...

DET ER GREAT! I sær hvis man ikke spiller sammen med mig... ;o)
Hjælpsom? Ja Nej Sjov
(DK)☢Rob Lucas (DK)#Wha
48.9 timer
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Indsendt: 17. oktober 2014
i love visit good game !!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!
Hjælpsom? Ja Nej Sjov
4.4 timer
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Indsendt: 11. oktober 2014
Most excellent!
Hjælpsom? Ja Nej Sjov
4.7 timer
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Indsendt: 1. juni 2014
This is going to be amazing
Hjælpsom? Ja Nej Sjov
Mest hjælpsomme anmeldelser  I alt
8 af 9 brugere (89%) fandt denne anmeldelse brugbar
312.1 timer bogført
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Indsendt: 17. februar 2014
If I recommend this game. Absolutely. The Indiestone is working like beasts on this game, I know they cut sleep to work on it. Their dedication to it is beyond anything I've experienced. They haved worked on it for so long, and I know they will keep on working on it, so my money is well invested.
And I haven't even commented the gameplay. It's just as good as it looks, though it may look primitive. The horror and survival instinct of this game makes it extremely immense. As you are told - you are bound to die, but you refuse to accept it. You will want to live to continue to make yourself a new life in this chaos. And it is definitely possible. In theory that is.
Think you can survive against zombies? Then try against humans. That is ... it's so crazy.

You'll have to devour some bugs, but nothing that cripples the game.
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2 af 2 brugere (100%) fandt denne anmeldelse brugbar
9.3 timer bogført
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Indsendt: 21. juni 2014
I love this game. It is hard and my best record until now is like 3 days. Dont relly see any bugs that is ruing the game play.
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1 af 1 brugere (100%) fandt denne anmeldelse brugbar
13.9 timer bogført
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Indsendt: 1. april 2014
super great game
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1 af 1 brugere (100%) fandt denne anmeldelse brugbar
54.2 timer bogført
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Indsendt: 26. juni 2014
Pz er et virkeligt realistisk zombie overlevelses spil. Som der tager lidt tid og komme i gang med. Men husk spillet er ikke for alle fx. nogle af mine venner købte det, og synes ikke særligt godt om det, og var rigtig skuffet over købet. Jeg synes at du skulle prøve det først eller få dine venner til at fortælle dig lidt om spillet. Før du køber det, Min ven og mig har lavet en multiplayer sever over hamachi. Fordi det her spil er meget sjovere online. Men all in all synes jeg Project Zomboid er et helt fantasktisk spil
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1 af 1 brugere (100%) fandt denne anmeldelse brugbar
1 person fandt denne anmeldelse sjov
34.9 timer bogført
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Indsendt: 13. november 2015
This game is a must play. I can eat butter + raw rotten food, and kill zombies with forks. Must buy for zombie lovers. i r8 8/8 gr8 b8 m8
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11.7 timer bogført
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Indsendt: 26. marts 2014
10/10 best game ever you can lick things
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6.3 timer bogført
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Indsendt: 16. marts 2014
Sjøst! Det er for fedt!
Du burde købe det
- Det er et zombie Server Multi Player - og - Single Player
Man kan spille det på skolen/arbejdet/der hjemme/hos vennerne/med vennerne
Byg en base/fort - Raid bygninger - Dræb Zombier - Dø - Start forfra og find din gamle krop og stjæl fra dig selv!?!!

Ring til mig på skype, og jeg vil med glæde spille det med dig! :DDD
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10.5 timer bogført
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Indsendt: 26. februar 2014
Som The Sims burde have været!
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4.3 timer bogført
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Indsendt: 26. november 2013
If you are looking for a very realistic zombie simulator (survival, sandbox), this is as close as you get :) The team is definitly working very hard to keep improving the game. If you like zombies and don't care that it's not a first-person, then it's definitely worth the money and time.
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38.7 timer bogført
Anmeldelse for emne med tidlig adgang
Indsendt: 27. november 2013
Et godt og underholdende spil
Fandt du denne anmeldelse brugbar? Ja Nej Sjov