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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Molto positiva (11,522 recensioni) - 11,522 recensioni degli utenti (91%) per questo gioco sono positive.
Data di rilascio: 8 nov 2013

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Gioco con accesso anticipato

Ottieni l'accesso anticipato ed inizia a giocare ora; prendi parte a questo gioco mentre viene sviluppato.

Nota: i giochi in accesso anticipato non sono completi e potrebbero venire modificati in futuro, oppure rimanere incompleti. Se non vuoi giocare a questo gioco nel suo stato attuale, ti conviene aspettare per vedere se verrà sviluppato ulteriormente. Altre informazioni

Cosa dicono gli sviluppatori:

Perché l'accesso è anticipato?

“Project Zomboid is a much more ambitious game than we could ever have hoped to fund ourselves. It has grown massively over the years, and it’s been a rollercoaster, but find ourselves in a stable financial situation with an overwhelmingly positive reaction from the Steam community. We hope you will join us, but if not we understand. If you're not ready to jump in yet, then please consider us when we break out of Early Access.

How often do we update the community?

We have weekly newsletters, known as 'Mondoid's, which we publish on our site and as a Steam announcement every Monday (unsurprisingly) as a small tonic to the depressing 'back to work' feeling. These detail what we've been up to during the week, often with sneak peeks of upcoming features, interviews, videos and all that goodness. We've had an unbroken chain of Mondoids for a long time now, and plan to continue them as long as Project Zomboid is developed. We also communicate with our community directly on our own forums and Steam forums, often with changelists for upcoming builds.

How often do we update?

We have a reputation that seems to diverge greatly when it comes to update frequency depending on who you ask. Many consider our game frequently updated, some consider us slow. In recent times it’s rare we don’t have a release within a month (including beta releases), and these always contain new gameplay features or major tweaks to the gameplay.

Some features, particularly NPCs, have taken a long time to implement. This is largely out of our commitment to getting the features right and them not disappointing on release, but it should be noted that we make no apology for delaying their release until we feel they would be enjoyed, live up to people’s expectations, and most importantly do not have a detrimental effect on the gameplay or stability of the game.

We will admit to a few long waits between updates in the past, but we feel from community feedback that the majority of our customers are very satisfied with the development of the game. It should be pointed out too that the game has significant modding support, with map editors and full unrestricted lua modding access. We have a vibrant modding community that can help plug the gap between updates. It should also be taken into consideration that the game is already very far through development, to the point where we now have 1900+ hour players - There is a lot of content to enjoy in the game already and we firmly and proudly believe it worth its current price as it stands. Please consider reading some reviews if you are still unsure about the content of the game or the release frequency.

Details of major milestones can be found below.

What is required for 1.0?

Two major features are yet to be implemented into the game, both of which are currently in full-time development each with dedicated full-time developer support. These are:

NPCS - A far reaching and in-depth NPC system with character relationships, personalities, and an emergent story engine that allows for diverse and emergent character based zombie survival story unique to every playthrough. This also includes the tutorial, a return of Kate and Baldspot who starred in the early alphas of the game.

Vehicles - Fully physics modelled 3D vehicles, siphoning petrol, mechanics skills.

Several features require either significant modifications, rewrites or completion before we could consider 1.0.

Map completion - We still have a major city, an army base, more wilderness, and several small towns to implement to the game map.

UI Rewrite - The UI isn’t perfect by any stretch. We would like to get a more intuitive and ergonomic UI system implemented.

Stealth / Combat - New animations to allow for stealth mechanics (looking round corners, crouching behind walls, cover etc) as well as a rewrite of the combat system to leverage new animations to make combat more involved, intuitive and fluid.

We want to have all this in the can this year. However, we tend to avoid ETAs because Early Access development in particular is often filled with unknowns and we want to ensure we get these highly anticipated features right. 

In the meantime however we will continue to update the game and provide new features for our community to play with. One of our developers full time responsibility is providing frequent and new items, crafting recipes, skills and survival gameplay elements to fill out any holes in gameplay, and provide frequent feature rich game updates in line with community feedback, while the other developers focus on finishing these specific remaining major features.

What about after 1.0?

At this point, once we feel we have fulfilled every promise we gave when the Project Zomboid site first launched (except the last one, ahem, ignore that. Absolutely no one wanted that, it turned out), as well as the extra things detailed above, and the game is sufficiently polished and bug free, we will launch the game as 1.0 and leave Early Access.

What happens at this point depends entirely on whether the game is making money or not, but given the past solid performance of the game we see no reason why it shouldn’t be. Several developers within the team will likely start exploring our second project at this point, however we have dedicated and passionate developers who were brought into the company via the Project Zomboid modding community, emotionally invested in the game, who are already a big part of the development and communicating with the community. As long as Project Zomboid is making enough to support their continued development of the game, and they are happy to continue working on it (which seems likely), we will continue making Project Zomboid indefinitely as long as there is interest.

That all said, we can’t make any solid promises beyond the 1.0 mark, however there are countless things we would love to do that go way beyond 1.0 and sales make us confident that we’ll get the opportunity to explore them. Truth be told, given that it was Zomboid that put the money in the bank in the first place, as long as our company is secure and we can fund any other project's development comfortably, it's very probable we'd be willing to put some money back into the game beyond the point it's sustaining itself if there are any features in particular we can't bear to leave out of the game. Words are wind though, and all we can do is guess where we'll all be by then. We really want to keep this train going as long as we can though, as long as it continues to the benefit of the game. At which point the modders will hopefully take the mantle with almost unlimited access to the game's core.

Development Costs

Here we hope to give you a better idea of how the sales revenue from Project Zomboid will support development of the game. While we will keep particular developers salaries confidential, we would like to offer a breakdown of developer and office locations, along with the average rent costs, reported on 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.”

Per quanto tempo rimarrà in accesso anticipato questo gioco?

“See above!”

Quali saranno le differenze fra la versione completa e quella ad accesso anticipato?

“See above!”

Qual è lo stato attuale della versione in accesso anticipato?

“See above!”

Il prezzo del gioco varierà durante e dopo l'accesso anticipato?

“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.”

Come pensate di coinvolgere la Comunità durante il processo di sviluppo?

“See above!”
Altre informazioni

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2 maggio

Zombo Baggins

Hey survivors, here’s the latest from Zomboidton.

IWBUMS 34.19

The marvellous EasyPickins continues to build some nice tweaks and fixes in to the public test of Build 34, which seems to be coming to a natural climax now – although we still need to work out which side of the release fence polished nutrition and metalwork will be landing. An item of note in .19 is EP’s new precipitation system, which looks nicer and opens the door to falling snow and whatnot. If you want to join in with testing you can find details here.


So with the animation update now surging through the pipeline we’ve got anims that allow the player to take bags off their back, and rifle through the contents on the floor.

As well as looking pretty as they jiggle about – they’ll also make a significant gameplay difference. If you’re carrying a bag on your back you will, in most cases, be unable to go rooting around in it unless you first take it off and put it on the floor in front of you. This means there will be no more intensive backpack resorting done while wandering around, as well as making looting much more interesting, with the potential of a panicked looter leaving their bag behind if they are not observant.

(Note: in the anim cycle the strap currently disappears when the bag is taken off and reappears when it’s put back on. There aren’t any easy ways to avoid this, but with clothing worn and in-game it will be far, far less noticeable.)

Holding a bag in your hand will add the extra advantage of being able to interact with it without stopping, which will make bag management much more strategic. Finally we may be able to look into a few more traits to further increase player’s capability to interact quickly with backpacks, as well as provide different speeds based on the type and convenience of the bag used.

If you weren’t around for the previous bag vid then let’s have another repeat, as it does look lovely.


To complement all this, character-wise, Binky is currently experimenting with unifying the textures between the male and female animation meshes. Currently our new player and zed anims are all chaps, y’see. The result of this (if successful) will be a more in-depth way of assembling the base models. We’ll lose the need to double-up textures – have more variety in skin tones, will let players wear whatever they like and will also tie into having blood and bandage overlays on the characters themselves.

With the base mesh and clothing overlays all using consistent texture layouts we’d be free to overlay this stuff wherever appropriate. Better clean that bite mark, dress the wound, and grab a clean long-sleeved shirt if you want to pretend you’re unscathed and not in imminent danger of eating your compadres!


Do check out lovely Blindcoder, of map fame, and his new building mod. Thanks all!

This week’s featured image by Shadows on Steam.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! Okay thanks bye! Oh, and community GoT spoiler chat goes…here!

13 commenti Altre informazioni

25 aprile


Greetings survivors. It’s been an exciting week watching testers ease into General Arcade’s fantastic ‘Easy PZ’ co-op set-up, and we’re now pleased to announced that the OnlineTest build into the main IWBUMS Public Test Build. There are still kinks to be ironed out, but overall we’re really pleased that such a complex bit of work appears to be operating well on the many and varied internet connections of our users.

If you want to engage with IWBUMS public testing procedures then visit this post. The full IWBUMS release notes and feedback thread, meanwhile, can be found here.

Even better, the GA guys are game for doing some more work on our MP contingent while we crack on with the main game features. A preliminary poke around VOIP integration is next on the list, but we won’t talk of it again until it’s close – as this will again be long and difficult job for our Russian code buddies.

Elsewhere TurboTuTone has released his direct-to-game radio and TV localization software, and the full modding tool known as WordZed will be released in coming days. We’d like to ask all our community translators to have a look, have a play around and come back to us with comments and questions.

Once Turbo has finished with WordZed he’ll then be returning to main-game activities, making our somewhat digital radio system feel more ‘analogue’ so secret transmissions (whether scripted or player-made) can be discovered more easily, improving the impact particular shows or transmissions have on character boredom, letting the player learn recipes from recorded VCR tapes and all that kinda fun stuff.

We also had a really productive Metalwork meeting last week with RJ (who is ill today, with ailments you don’t want to hear about at all) and hammered out improvements and changes that are again more in-line with community feedback.

Multiple versions of makeshift forges, wall and barrier recipes that involve building frames to build-upon (and crossover with the carpentry skill), tools that aren’t up to the same standards as looted equipment and more were on the menu. We’ll go into more detail with that when it’s in and working in-game, as it’s a subject that’s had a lot of debate and we want to get it right.

Finally, it’s been a while since we did a main build release – players outside of our test builds haven’t been experienced the 2x visuals yet. Now co-op is in we’ll be directing attention towards getting Build 34 out of the door. That said, with Nutrition requiring polish and Metalwork still in progress it’s likely one will be left behind and kept for 35. We’ll have a chat with RJ once he’s off his sick-bed and work out what’s best.

That’s about it for today, fingers crossed we’ll have some anim fun for you to have a look at next Mondoid. Laters!

This week’s featured image by the amazing base of Opt_0 over on Steam. The Block of Italicised Text would like to direct your attention to the[/u] 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! Okay thanks bye! Oh, and community GoT spoiler chat goes… here!

27 commenti Altre informazioni
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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)

Informazioni sul gioco

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.

Requisiti di sistema

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
    • 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
Recensioni utili
11 persone su 11 (100%) hanno trovato questa recensione utile
4 persone hanno trovato questa recensione divertente
32.7 ore in totale
Pubblicata: 16 aprile
Recensione della versione ad accesso anticipato
Project Zomboid...? Potrei concludere questa mia recensione in una sola riga definendolo un ''CAPOLAVORO''!
Ma cos'è Project Zomboid? E' l'ennesimo Survivor game? L'ennesimo giochino da 5-10 ore da mercenari del web? Mettetevi comodi! Andiamo a scoprire insieme questa perla....nera!


Il gioco si presenta con una grafica ''minimalista'' ovvero bidimensionale ed in isometrica dall'alto, apparentemente scarna, ma stracolma di dettagli. (la mappa innevata nei mesi freddi è l'ultima piacevole mia nuova scoperta). L'atmosfera è da urlo, città e piccoli insediamenti semideserti danno quel senso d'angoscia e solitudine che nessun gioco fin qui provato è riuscito a trasmettermi, il tutto accompagnato da una colonna sonora, forse ripetitiva ma di grande effetto.
Vestiremo i panni di un sopravvissuto, forse l'ennesimo, al che ci porterebbe a pensare, che palle, niente di nuovo, bè forse c'è chi sullacresta dell'onda di questo genere ci si arricchisce, chi come in questo caso gli sviluppatori ci si sono immedesimati a tal punto da far sembrare il nostro PG una loro/nostra controparte reale,perchè? ve lo spiego subito:
Inizialmente ci ritroveremo a personalizzare il nostro PG attribuendogli uno stato sociale pre-apocalittico, dunque un lavoro che a sua volta implica delle attitudini nel campo lavorativo scelto, attribuendo punti esperienza da cumulare con altre specialità messe a disposizione, si potra decidere che in passato si era un carpentiere, quindi avrete delle capcità di costruzione elevate, oppure un abile ladro, per cui le vostre folate nelle città risulteranno piu silenziose e verrete ''captati'' meno dalle orde fameliche di zombie, o ancora istruttori di fitness, al che sarete ottimi corridori, insomma una dozzina (per ora) di professioni disponibili, tutte skillabili tramite la lettura di appositi libri da leggere rigorosamente in progressione, principiante, intermedio,esperto e cosi via, ovviamente questo comporterà nel comparto multiplayer ed in una ipotetica gilda o clan un assegnazione dei ruoli varia in modo che ogni PG sappia fare qualcosa in modo da compesnare le mancanze di uno e dall'altro compagno.


Probabilmente il fiore all'occhiello del gioco, anche se faccio fatica ad assegnare questo mio particolare encomio a questa ''categoria'' visto che il pacchetto è sublime in ogni suo reparto o quasi.
La vera chicca sta nella combinazione estrema degli oggetti, Il sistema di crafting e di skills è un gioco nel gioco, spiegarvelo a parole non renderebbe bene l'idea, meglio passare ad alcuni esempi di crafting estremo:

Volete mangiare? Niente di più semplice, si fa per dire, perchè oltre a poter mangiare la fottuta mela sul fottuttissimo albero, potrete dilettarvi in vere e proprie ricette da vero chef, un po come succede nei vari the sims, con incidenti annessi,( vi potrebbe andare a fuoco tutta casa se non avete letto i libri appositi per le ricette piu complicate) dal panino al formaggio, quindi dovendo trovare sia pane che formaggio alla complicatissima ''casseruola di broccoli e pollo'' in cui dovrete trovare dalla teglia giusta da infilare nel micronde o in fonti di calore improvvisate, ai broccoli, alle cosce di pollo, alle carote per il si avete capito bene, il soffritto, per finire alle varie zuppe di ogni cosa vi venga in mente, pesce, (Pescabile) carne e verdure...pazzesco!

Nella categoria costruzione invece, ovviamente avendo aumentato le skill da carpentiere, potrete praticamente costruirvi una casa con tanto di scale e mobilio di sana pianta, pavimento, tetto pareti, mobili casse, mensole barili per la raccolta acqua...ah dimenticavo, passato un periodo le forniture di acqua ed elettricità finiranno (proprio come in un ipotetica realtà) quindi non vi resterà che arrangiarvi, e i barili su detti pocanzi serviranno per la raccolta di acqu piovana, la quale andra distillata per essere bevuta od usata per la cucina di alimenti. Potrete costruire trappole per gli animali e per gli altri player di diversi tipi ovviamente anche qui dovrete ''erudirvi'' leggendo libri per la costruzione di esse. Le case sono tutte ''barricabili'' alle finestre con tavole, per non fare entrare i zombie o altri player poco amichevoli si possono craftare corde di stracci per calarsi dalle finestre dei piani superiori in caso di imminente o improvviso pericolo, potrete ancora costruire palizzate intorno al vostro perimetro fuori la casa in modo da poter delineare il proprio territorio e stare anche all'area aperta per fare ulteriore bricolage o la completissima non che complessa coltivazione, che andiamo subito a vedere.

Dal momento che dovrete arrangiarvi da soli per soddisfare i vostri fabbisogni primari, sarete costretti a coltivare con i vari semi di decine di ortaggi che troverete nella mappa, ma non basterà innaffiarli uan volta e godere dei frutti, no signore, bisognerà constantemente curare le piante che cresceranno man mano, come? forse in questo passo ho capito quanto maniacale fosse la ricerca del dettaglio che mi ha convinto a fare una sorta di recensione ma sopratutto a etichettarlo come capolavoro assoluto. Praticamente le piante dovranno oltre ad essere curate nel tempo anche rinforzate con antiparassitari che oltre a trovare raramente, potrete procurarveli craftando udite udite, tabacco ( troverete pacchetti di sigarette FUMABILI che non si limiteranno ad un fattore estetico ma diminuiranno i stati d'animo negativi e non solo), candeggina ed altri prodotti che uniti daranno questa sorrta di anti parassitario. Questo comporterà una crescita sana della pianta e dei suoi frutti, che saranno piu buoni numerosi e cresceranno piu rapidamente se farete tutto alla lettera.

Il vostro alter ego subirà dei veri cicli di stati d'animo, panico, depressione, non che malatie, febre e psicosi, come ipocondria, claustrofobia, panico e altre decine di stati d'animo, tutti comporteranno sul vostro PG delle conseuenze a breve medio e lungo termine, compresa la ZOMBIFICAZIONE.

Potrei star qui a parlarvi per ore del crafting di questo gioco, come le chiavi, se abbatterete una porta di una abitazione che non sia la vostra e quindi quella di partenza ad esempio, e vorrete stabilirvi in un'altra che non sia quella, dovrete o sperare che all'interno ci sia il vecchio proprietario morto o zombificato che abbia le chiavi in tasca oppure buttarla giu e farne una nuova di sana pianta, ma dove sta la difficolta di tutto cio? dovrete abbattere una porta di un'altra casa che voi abbiate gia le chiavi e quindi prendere il pomello con la serratura giusta e montarla sulla nuova porta, altrimenti non potrete chiuderla a chiave....
.....che dire signori...spaccare i vestiti per fare bende...legare le bende per fare corde di bende...ammalarsi sotto la pioggia...riempire le bottiglie vuote di acqua...cadere in depressione dopo metro di panico del PG....piccoli esempi di simulazione per questo gioiello survival...!
Un occhio di riguardo va alla cura del vostro pg, anche in questo caso la maniacalità in cui viene gestita è imbarazzante, per rendere meglio l'idea, posso porvi ad esempio quando per entrare in una abitazione (in alcune ci sono allarmi che attireranno gli zombie in caso di effrazione) rompeste una finestra per entrare e vi feriste le mano, non solo dovrete bendare la ferita stessa ma prima disinfettarla oppure disinfettare le bende rendendole sterilizzate, ma prima dovrete togliervi le schegge di vetro conficcate e senza aver con voi delle pinzette vi rimarranno dentro aumentando le possibilità di infezione e conseguente zombificazione. Dovrete far passare i momenti di noia, mgari leggendo o mangiando un gelato, dovrete riposarvi, perchè vi stancherete, insomma il vostro pg andrà curato ne modi piu variopinti!

Questa recensione ti è stata utile? No Divertente
2 persone su 2 (100%) hanno trovato questa recensione utile
1 persona ha trovato questa recensione divertente
36.7 ore in totale
Pubblicata: 10 aprile
Recensione della versione ad accesso anticipato
Veramente Realistico (non intendo la grafica)

Sinceramente è uno dei migliori survival-zombies che abbia mai giocato.Lasciando stare
la grafica che secondo me non deve essere molto potente in un gioco simile,è di una rea-
listicità assurda! Pensate che se sei femmina hai bisogno degli assorbenti XD
Questa recensione ti è stata utile? No Divertente
2 persone su 3 (67%) hanno trovato questa recensione utile
237.9 ore in totale
Pubblicata: 15 aprile
Recensione della versione ad accesso anticipato
uno dei migliori survival zombie in circolazione , ansioso , profondo , bello....
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2 persone su 3 (67%) hanno trovato questa recensione utile
1 persona ha trovato questa recensione divertente
186.8 ore in totale
Pubblicata: 19 aprile
Recensione della versione ad accesso anticipato
Project zomboid riesce dove hanno fallito tutti i survival zombie .La sua sconfinata profondità lo rende uno dei giochi piu completi mai creati,al punto che anche togliendo gli zombie dalla partita,il gioco rimarebbe comunque uno dei migliori in circolazione sul fattore sopravvivenza.Tutti gli aspetti sono curati in maniera davvero impeccabile come forse mai prima d'ora,dagli umori del personaggio,alle condizioni mentali e fisiche,allo spettacolare sistema di cura,di coltivazione,di pesca,di cucina,di costruzione e di crafting.Spettacolare anche il deterioramento dell ambiente con il passare del tempo,Gli zombie sono un capolavoro...rompono finestre,porte,vengono attirati dal suono ed è molto facile ritrovarsi intrappolati in un orda di 300 e piu zombie,soprattutto se si è agli inizi.Rimane comunque un gioco tendente al realismo e molto difficile per questo lo re♥♥♥♥ un gioco per veri appassionati del genere zombie...Il mio voto personale è 9 che diventerà 10 appena rilasceranno le nuove animazioni!un applauso agli sviluppatori per l amore che mettono nel progetto!!
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55 persone su 64 (86%) hanno trovato questa recensione utile
64 persone hanno trovato questa recensione divertente
483.1 ore in totale
Pubblicata: 4 aprile
Recensione della versione ad accesso anticipato
play with my dad and brother
nothing better than seeing your dad and bro get swarmed and squeal after 40 hours of surviving together


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