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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Nagyon pozitív (12,284 értékelés) - E játék 12,284 felhasználói értékeléséből 91% pozitív.
Megjelenés dátuma: 2013. nov. 8.

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Korai hozzáférésű játék

Szerezz azonnali hozzáférést és kezdj játszani; légy részese a játék fejlődésének.

Megjegyzés: Ez a korai hozzáférésű játék nincs készen, és vagy változik a továbbiakban, vagy nem. Ha nem izgat a vele való játék a jelenlegi állapotában, érdemes lehet várni, míg a játék fejlesztése előrehaladottabbá válik. Tudj meg többet.

Mit mondanak a fejlesztők:

Miért a Korai Hozzáférés?

“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.”

Körülbelül mennyi ideig lesz ez a játék a Korai Hozzáférésben?

“See above!”

A tervek szerint miben fog különbözni a teljes verzió a korai hozzáférésű verziótól?

“See above!”

Milyen állapotban van jelenleg a korai hozzáférésű verzió?

“See above!”

Eltérően lesz árazva a játék a korai hozzáférés alatt és azt követően?

“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.”

Hogyan tervezitek bevonni a közösséget a fejlesztés folyamatába?

“See above!”
Tovább

Project Zomboid vásárlása

Project Zomboid 4-Pack vásárlása

Get one copy for yourself and give the other three to friends!

 

Legutóbbi frissítések Összes megnézése (136)

szeptember 26.

Ultima Warrior




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

ANIMS

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

https://www.youtube.com/watch?v=b1nWNdPU768

VOIP

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

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

RJ’S COMMUNITY REQUEST QUEST

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

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

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




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

MAP

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

TURBO TRANSLATIONS

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

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



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

This week’s zombie stick-up from Original Nickname of Steamton, Steamshire. The Block of Italicised Text would like to direct your attention to the PZ Wiki should you feel like editing or amending something, and the PZ Mailing List that can send blogs like this and patch notes direct to your mailbox. We also live on Twitter right here! The BOIT now also flags that our Discord is now open. There are many cats that live in there, and all of them are cool. Oh, and check out the new PZ Status and Build History page if you’re so inclined too.

22 megjegyzés Tovább

szeptember 19.

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:


BUILD 35 IWBUMS

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.
ANIMS

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.

53 megjegyzés Tovább
Összes téma megnézése

Jelents hibákat és adj visszajelzést erről a játékról az üzenőfalon.

Értékelések

“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)

A játékról

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.

Rendszerkövetelmények

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
Vásárlói értékelések
A vásárlói értékelési rendszer 2016. szeptemberében frissült! Tudj meg többet
Mostanában:
Többnyire pozitív (192 értékelés)
Összesítve:
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Mutatás mint:


(mi ez?)
8 értékelés felel meg a fenti szűrőknek ( Pozitív)
Leghasznosabb értékelések  Összesen
7 emberből 7 (100%) találta hasznosnak ezt az értékelést
1 személy találta viccesnek ezt az értékelést
Ajánlott
143.4 óra a nyilvántartásban
Korai hozzáférési értékelés
Közzétéve: 2015. február 25.
I have played this game for a while and there are surprises at every corner. So much awesome stuff being introduced to the game that it is hard keeping track of, especially if you take a break of a couple of months every now and then. The game is permanent death, meaning you have one life for the character and if you screw up you lose all your skills and progress (you can go and find your stuff though if you are smart).

I want to give you a little insight to the game experience:

I used to run a server for the game, where 5-6 of my friends played along with some strangers. We had everything we needed, food, shelter, generator (fuel to power our base) and a good amount of bullets. We decided to make an expedition to a nearby town (we used extension maps, which there are many and you can have up to 9 towns on the map I think currently?). We set out to the wild, we met some zombies, but nothing major. We came to a large forest and started going across to save time going round it and we kept hearing zombies all around us.

Once we came out of the forest we saw zombies in every direction (by the hundreds or thousands, there was literally no end to the horde). One of my friends panicked and started shooting, drawing more of the dead on us. We started running in every direction, I ran to a house and tried to hide on the 2nd floor, while my friends got lost and we all separated.

I wen't to the window to look out, but a zombie must have spotted me and started banging on the door. More and more zombies came banging on the door and windows, soon they were inside. I had no nails to make a sheet rope out the window, my only chance would have been running out, but the house was already swarming with zombies.

I loaded my shotgun and my pistol, placed a table in front of the door, opened the door. They started swarming at me, ripping the table apart, while I shot bullet after bullet into the horde. Many fell and died, but they kept coming. Eventually the table broke and I could not get to the door to close it. This is how I died.

10/10 would go on an adventure again :D

ps. My friends also died except for one, and turned into zombies :)
Hasznos volt ez az értékelés? Igen Nem Vicces
6 emberből 6 (100%) találta hasznosnak ezt az értékelést
Ajánlott
59.6 óra a nyilvántartásban
Korai hozzáférési értékelés
Közzétéve: 2014. június 9.
Jó gamma, jólenne összejönni néha magyarok!:) jelöljetek!
Hasznos volt ez az értékelés? Igen Nem Vicces
2 emberből 0 (0%) találta hasznosnak ezt az értékelést
Nem ajánlott
135.7 óra a nyilvántartásban
Korai hozzáférési értékelés
Közzétéve: 2015. október 23.
Unalmas monoton lassan halad és elég egy ütés h megbirjon ölni 3 zombi (és most lehet oltani de ez a helyzet).
Hasznos volt ez az értékelés? Igen Nem Vicces
Ajánlott
52.5 óra a nyilvántartásban
Korai hozzáférési értékelés
Közzétéve: 2015. június 22.
Nagyon jó játék!
Hasznos volt ez az értékelés? Igen Nem Vicces
Ajánlott
5.8 óra a nyilvántartásban
Korai hozzáférési értékelés
Közzétéve: 2015. június 8.
Sokáig le tud kötni. Csak ajánlani tudom a túlélős játékok kedvelőinek!
Hasznos volt ez az értékelés? Igen Nem Vicces
Ajánlott
131.2 óra a nyilvántartásban
Korai hozzáférési értékelés
Közzétéve: 2015. szeptember 11.
Csak pozitív dolgokat tudok mondani a játékról és a fejlesztőkről is. Nem csak a játék oldalán hanem steamen is aktívak.
Minden héten jelentkeznek egy kis blog formájában ( ergo nem szarják le a játékot ). A Project zomboid szöszölős típusú, túlélős, gyüjtögetős és craftolós termék.
Alapbeállításokkal izzadásra késztetheti az arra érzékenyeket, de megéri kipróbálni és ha fexik a dolog, akkor megéri az árát. Igaz a grafika nem a csilli-villi 3ds szemkielégítő fajta. Dee...
Folyamatosan fejlesztik, jelenleg az alfa végefelé tartunk, sok tartalommal és persze zombival.

10/9
Hasznos volt ez az értékelés? Igen Nem Vicces
Ajánlott
48.8 óra a nyilvántartásban
Korai hozzáférési értékelés
Közzétéve: március 15.
Remek játék csak ajánlani tudom mindenkinek!
10/10
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Ajánlott
16.5 óra a nyilvántartásban
Korai hozzáférési értékelés
Közzétéve: július 11.
I love this game, one of the best zombie survival game i tried. I can't wait the final version.
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