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?
Sehr positiv (610 Reviews) - 89% der 610 Nutzerreviews der letzten 30 Tage sind positiv.
Sehr positiv (13,062 Reviews) - 90 % der 13,062 Nutzerreviews für dieses Spiel sind positiv.
Veröffentlichung: 8. Nov. 2013

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Early Access-Spiel

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Hinweis: Dieses Early Access-Spiel ist noch nicht fertig und könnte sich in Zukunft verändern. Wenn Ihnen das Spiel im aktuellen Zustand nicht gefällt, sollten Sie abwarten und sehen, ob sich das Spiel weiterentwickelt. Mehr erfahren

Was die Entwickler zu sagen haben:

Wozu Early Access?

“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.”

Wie lange wird dieses Spiel ungefähr den Early Access-Status haben?

“See above!”

Wie soll sich die Vollversion von der Early Access-Version unterscheiden?

“See above!”

Was ist der derzeitige Stand der Early Access-Version?

“See above!”

Wird dieses Spiel während und nach Early Access unterschiedlich viel kosten?

“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.”

Wie werden Sie versuchen, die Community in den Entwicklungsprozess mit einzubeziehen?

“See above!”

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Kürzliche Updates Alle anzeigen (145)

5. Dezember

Don't Stop Me Now

Hey all, Mondoid again. Work on the anims/combat build continues, and we’re still tying the new system into Zomboid’s multiplayer contingent. The new state machine stuff is quite a major shift in the game code, and MP is used to dealing with the old version so the dev wheel’s still (still) turning on that front. Elsewhere meanwhile…


So last Thursday we had 172 lovely members of the community jumping on the current Build 35 test version together, and it was great: directional VOIP governed by player position on the map clearly brings a ton to MP – so hurrah!

To see if lightning can strike twice within our awesome survivor-base we will be having The Great Big Build 35 MP Megatest: Part II this week, again on Thursday evening (GMT). This will be an updated version of the game (released fairly imminently – details below) and focus more on Factions and new Admin features that were a little too bugged to get proper feedback on last week.

Thankfully people seemed to have plenty of fun, but as a stress test our community playdate did its job by flushing out plenty of bugs for us and our friends at General Arcade to stamp out. We had a few crashes during the run of play, some heavy lag on the (rare, but important) times when there are 15+ players in the same area, a few issues with some Bluetooth headsets and a few bits/bobs of levels balance. Oh, and Rosewood Prison was mysteriously zombie-free.

Nothing sinister though, so hopefully we can iron out these last creases before finally releasing what we currently have in the public IWBUMS beta test to the public. If you want to check out some footage from the Megatest than .exe’s stream can still be found here.


The current Build 35 IWBUMS beta is content locked, so this feature may well be left aside until a follow-on build unless Turbo can sweet-talk us into thinking otherwise, but Turbs has now finished off his movable item system so it’s extended to multi-sprite objects. It’s something our base-build fanatics have been asking for, so here’s a quick vid to show it off.

You can now manoeuvre bigger furniture around, and also (with the correct tools) deconstruct larger objects into several smaller kits that will be able to fit inside your inventory – but will clearly be fairly heavy too. Many two tile items, like signs and paintings, will just fit into your inventory however. Turbo has also updated the movable item icons so they look like the actual object in question, rather than one for a generic category, and generally made the UI a nicer place to be as well. The ‘kit’ sprite will also get a Mash revamp too, as the ‘little box’ look could be improved.


That’s about it for this week, although as mentioned above we do have a new 35.23 beta build dropping tonight or tomorrow that will appear here. This contains some important longstanding fixes for modders, new farmsteads and farmland between Rosewood and March Ridge, the ability to choose different colours when painting containers (handy for colour-coding in MP safehouses), extra Faction and Admin teleport options, a ‘support ticketing’ system to let players to get in touch with server admins and expanded foraging/trapping zones.

This will, most likely, be the build that Thursday’s Megatest: II will run on. If you have any problems updating then please check out this thread, which outlines the VCRedist 2015 issue that some players are running into. Thanks everyone!

This week’s featured image from Gassy Taco over on Steam, who we assume is Blasted Taco of the TIS forum’s cousin or something.  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.

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28. November



Hey all, hope you’re good and that US folk enjoyed their thanks-giving.


As discussed last week, we’re currently polishing the current IWBUMS public beta build of PZ’s Build 35 to a point at which it’s at release quality – and we should be releasing a new test version mid-week. Overall there’s a bunch of new/updated features in 35 at the moment that feel ready to get out into the wider community. It seems daft to keep it all in IWBUMS beta, and anything additional put in will only add to the inevitable bug cascade for RJ after the public release.

To this end, we need to stress-test both the new VOIP functions and the full set of MP improvements like the extended Admin powers and Factions. So… if you’re a server admin, a habitual PZ player online or just someone with a spare evening who fancies some desperate survival: you are cordially invited to ‘The Great Big Build 35 IWBUMS MP Megatest’ at 5pm GMT this Thursday, 1st December.

This will carry on for as long as people want to play, and will have fun activities like clearing Rosewood Prison of the zed horde en-masse over VOIP, and a climactic Last Man Standing competition. There’ll also be PZ codes given out as prizes, and we’ll get a few devs and community people online too. (Just be warned that, by its very nature, this will be still be a test version so a few bumps in the road are to be expected.)

The details will be found here, and as always information on how to download the public beta build can be found here.


Work on recoding Stormy’s ‘reloading’ mod is now complete, and we’re now running through PZ’s MP side to make sure our online and co-op components are all correctly synced up with the new animation system.  Since it’s the animations themselves that now drive the states of survivor and zombie characters it could cause issues if they differ even slightly between servers and the clients talking to them. We need to make sure that all state changes (Bitten! Hit! Shot! Burnt! Bleached!) are synchronised, to keep the visuals and logic of the game consistent between clients no matter what precise animation frame you might be seeing yourself.

While we’re in there, meanwhile, we’re making a few improvements to make the overall system better suited for the weapon mods we’re hoping will be unleashed by the overall combat/anims/models update. As such we’re working on getting the swing, hit and reaction animations for the combat working from the easily accessed items.txt script files, instead of them being hard coded deep within the game files.

This will allow the new regime to play nicely with both modded weapons and items alike, and should allow plenty of cool new stuff to spring up on the Workshop.


Work on the new areas of the map (playable in the current IWBUMS beta) is continuing with a bit of life being added between the new towns of Rosewood and March Ridge in terms of farms, isolated homes, smaller roads and general rural buildings.

This will make the journey between the Rosewood spawn point and March Ridge a more varied and pleasant one, with a few more places to rest overnight. The following is a WIP image of that coming to fruition. Rosewood can be seen to the top of the image, and March Ridge at the bottom.


One extra thing we think we can sneak into Build 35, as bugs will fall on Turbo’s shoulders, is an update to the movable items system. Currently any furniture that’s larger than a tile can’t be picked up and carried – so with this we’re talking about items like beds, tables and arcade cabinets.

In the new system, however, players with the relevant tools and skills will be able to deconstruct these into specific (heavy) kit parts. These must then be carried to their eventual destination, most likely piece by piece. Some of this work has already been done code-wise, so it should go into the build fairly soon.


Looking forward to Build 36, in the next version we’ll be introducing specific characters you can spawn as – each with individual start locations, back-stories, inventories and characteristics. Our initial intent of this will be to make it less like people you’re playing as have just materialised five days into a full zombie apocalypse, but clearly will also fall neatly into line with our plans for survivor radio voices and other key features that we need for version 1.0.

With this in mind, then, seeing as we need a selection of new archetypes from all over Zomboid’s character creation it would be really handy to know what the favoured character build from our players is. In fact, this would just be good to know for us in general – as we don’t have any of the Big Brother telemetry systems that big publisher games have at their command!

As such, if you fancy helping us out, then please give us some examples of your favourite skill/trait/profession load-outs in the following thread. What doesn’t appear in peoples’ submissions will likely help us just as much as what does. Many thanks!

This week’s featured image from Muscular Beaver. 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. Oh and hey, if you think we’re half okay then there’s this Steam Game Award thing still happening. We haven’t got a hope in hell of getting anything, but still

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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)

Über dieses Spiel

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
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