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?
Valutazione degli utenti: Molto positiva (7,016 recensioni)
Data di rilascio: 8 nov 2013

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Gioco con accesso anticipato

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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, we've had our ups and downs, 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. We have a demo too, if you'd like to give the game a try. Please be aware there may be a few compatibility glitches, but these can always be resolved by either turning off the Steam overlay for the game, or turning off 3D models on older cards.

How often do we update the community?

We have weekly newsletters, known as 'Mondoid's, which we publish on our site and on the Steam announcements 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 well over a year 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, many 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.

Here is a list of recent update dates. It should be noted that full releases often contain many more features than previous beta releases and for those looking for new content can often be considered distinct releases within themselves.

13th Oct - Build 29
22nd Sept - Build 29 (beta)
2nd Sept - Build 28
4th Aug - Build 28 (beta)
7th June - Build 27

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 we have had recently discovered the first known 1000+ hour player - 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.

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 November last year 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.

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.

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 uninterrupted 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’ve been aiming for these to be completed by the end of the year, but as it seems the end of the year is looming toward us like an unstoppable army of the undead, it seems more likely it will fall into Q1 next year. However, this too is not set in stone. 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.”

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!”
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Consigliati dai curatori

"One of the most depressing video games you will ever play. In a good way."

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26 gennaio

Human Resources

I’ve often wondered what writing Mondoid would be like if I were a Fireman. What background knowledge would it bring to the experience? Would being all rugged and handsome, and being proficient in sliding down poles [other career stereotypes are available] impact on the way I tap it out at the start of every week? Well, I shall wonder no more…

We had originally planned, as indicated last week, to extend the ‘So what you doing?’ team interviews into this Mondoid – but seeing as there’s a lot of ongoing/dull stuff going on under the hood we thought it better to keep it till next time – when there’s more to discuss.

Fret not, however, because we’ve got news on quite a big addition to the game that will have a sizeable impact on the ways you survive in both SP and MP. Starting professions and traits have been left untouched for far too long, and to rectify this we’ve currently got an internal test build being played for balancing/tweaks that should deepen your survival experience considerably. It’s got lots of positive feedback so far, and as such you’ll be seeing it as a part of Build 31.

On top of the big stuff like NPCs, radio broadcasts and vehicles, you’re going to be seeing a lot more of this sort of activity as we make our run-up to 1.0. We need to start rounding off the game so it feels like a game – with progression, a few things to unlock and no area of PZ that feels undeveloped or unfinished. Traits and professions have been one of the worst offenders in these terms for a LOOOOONG time.

If you’re reading this Mondoid close to the time of posting then Twiggy is currently streaming with the new system, and will be until the early evening GMT. So click here!

And it should be noted that given his experience in making character builds in tons of survival games, specifically the amazing Cataclysm: Dark Days Ahead that has been a huge inspiration, Twigs has been a huge help in this endeavour.


In the new system Professions can now provide supplementary skill points, which directly tie into the learning speed of relevant skills as well as starting skill levels. This is to further diversify character creation, and to make professions feel like a character’s pre-zombies life has genuine impact on their survival experience. Less ‘blank slate’, basically.


  • Fire Officer (3 blade, axeman)
  • Police Officer (3 aim, 2 reload, 1 nimble)
  • Park Ranger (2 trap, 2 forage, 1 carpentry)
  • Construction Worker (3 blunt, 1 carpentry)
  • Security Guard (night owl, 2 sprinting, 1 lightfoot)
Importantly, Professions are not all necessarily free, so we can create the potential for more powerful starting professions that will require negative traits to balance them out. Unemployed gives 8 points to start, which is very important for reasons that will be clear when we talk about the new traits later on.

So, f’rinstance… you may pick the Carpenter profession, and right out of the bat that will give you 3 points in carpentry. This not only means starting on level 3, but the carpenter will gain a 50% boost to XP in that skill. The time that it takes to learn and upgrade Carpentry will then be tied to that multiplier throughout the character’s lifespan.

The big idea is that with the new system ONLY a carpenter with starting carpentry skills can advance in carpentry at a fast speed. Their hopes of becoming an expert farmer any time soon are remote. As such, this further diversifies characters to provide much more varied runs in single player, and provides more potential for teamwork and specific roles in MP – and ultimately in the NPC system.

This all said, a carpenter being doomed to ONLY ever be able to learn carpentry quickly is going to be in deep, deep shit. So, enter stage left…

So… we’ve made a few big changes to how traits work.
First off, all currently non-relevant traits are being removed until NPCs go in and they become relevant again. So that’s stuff like Light Drinker, and other cheesable traits.

Second off, we’ve added a load of new traits. Names currently need some work, and our current internal build is staying that way for a bit primarily because there’s a lot of balance required and many will be OP/UP and may need nerfing or point value changes. Examples you can expect, however, include an Adrenaline Junkie who’ll be able to run faster when it the top panic level, a Packmule who can fit more into bags, someone’s who’s Disorganised who can cram in less etc.

Third, and most interestingly: to counter the fact that a Profession only speeds up levelling in relevant skills – we now have a range of traits that act as Hobbies.

Say your Carpenter had green fingers in his pre-apocalypse life, for example. You’d pick the ‘Gardener’ trait which would then give you a single point in farming – and while that wouldn’t seem like a huge deal in itself it WOULD mean that they’re now learning farming at a 1x speed rate instead of the bargain basement ‘level zero’ 0.333x speed. This then makes Farming a viable skill to train up during a run.

[If you require a frame of reference then think of how Morrowind's minor / major skills worked.]

Some examples:
  • Self Defense Class – provides 1 blade guard point, 1 blunt guard
  • First Aid – provides 1 Doctor point
  • Fishing – provides 1 Fishing point
  • Jogger – provides 1 Sprinting and better endurance
With the new system players will be encouraged to pick a few hobbies, or other traits, that round out their character with skills they intend to use – and likely have to build in some bigger disadvantages into their character to compensate. This is why those choosing to be unemployed (crikey, that sounds a bit political) gets you extra points to start. It assumes you’ve had the time to invest in hobbies, which you willl likely need to build from and survive.

But wait, there’s more. Also in our testing build is a modified version of the Last Stand menu that will allow for particular challenges that use the Last Stand challenge system but are played in the Survival game mode. As mentioned before, when we break out into 1.0 we want to feel like more of a complete game – and the rewrite of this code will provide ways of providing extra unlockable challenges, a feeling of progression and some goals for players who tire of the pure sandbox.

It’s something that will allow our team, or indeed any modder with lua skillz, to throw in fun (and easily created) concepts during idle moments. If you’re at all Cataclysm: Dark Days Ahead literate, then you’ll be pleased to know that the test challenge currently in the build is called ‘A Really CD DA’ – and it’s pretty fun stuff.

Finally: in the new system we’re testing we’ve made it so that hammers at level 0 in Carpentry can only build barricades. All carpentry recipes are going up one level – except for log walls. Sorry!

Here is a video of some zombies doing the hokey-cokey
We don’t know whether the hokey-cokey exists in places like America, and other similar places that are far away, but if not then consider this part of a vital cultural exchange.

Do you like emails? Sign up to the PZ newsletter and you will get emails. They mostly come on Mondays, mostly…

33 commenti Ulteriori informazioni

22 gennaio

Welcome to New Denver

If you’re a part of the Project Zomboid community you can’t help to have been blown away by the recent sudden appearance of Xeonyx’s stunningly realised map of his hometown of New Denver in British Columbia, Canada. It’s an epic achievement, and its story a very moving one, so we hope you don’t mind us taking up a bit of your time and turning the spotlight onto its creator – Jamie Magnuson.

So where did you first come across Project Zomboid? What’s your history with it?
I originally found Project Zomboid several months before the first version was released. Right off the bat I knew I was hooked. Once it was out, I didn’t actually have a computer that could play it so I had to go to my cousin’s place and use his computer. At that time I worked on a map I called Mica, on the un-updated editor, which came complete with its own prison and trailer park. It may not be playable in the updated version of Zomboid, but it was a learning experience.

What’s New Denver like as a place to live?

New Denver is a beautiful place to live. The summers are hot, great for swimming or mountain-biking, while the winters are mild. We actually had 3 feet of snow dumped on us a couple nights ago, the majority of the town was trapped in our driveways, and even the snowplow went off the road by my house. Other than that though, the view is astounding here and at night the stars shine bright like we’re living in a desert.

Why did you decide to recreate New Denver in Project Zomboid?
Originally a friend and I, several years ago, wanted to make a Half-Life 2 mod with New Denver as the map. Naturally, we were biting off way more than we could chew and thus the project fell through!

The desire to recreate the town in a game never went away for me though. One of the reasons being that if you walk around town at night it becomes empty, quiet, and dark. Like a ghost town. I originally started working on New Denver as a test to see if it was possible to do and, needless to say, I never really stopped “testing”.

Does anyone else from the town know what you’ve created? Are they impressed?
My friends and a few people here know about it and have backed me 100% of the way. One of my friends’ parents own the local newspaper service and I’m going to have an interview with them eventually. But I’m generally a quiet kind of person.

How accurate is the map? Is your own home on the map, or anywhere that you hang out? How about your school?
In recreating New Denver, I made sure to make it as accurate as possible, using Google Earth, local pictures, going to the different areas around town, and even using my memory from growing up here.  I tried to duplicate the interiors as best as I could, like with the school, but in real life the building slopes gently towards the lake, so there’s a second story in reality. Aside than that, my house is in the map, and it is a spawn point!

How long did the project take you? Did you have any idea what sort of epic task it would become?
The overall construction of the town took approximately 11 months, off and on, to create. At first the construction was easy: I finished a cell within a couple of weeks and I thought that I’d get it complete in a mere couple months.

After that time I had started on the third cell… that’s when I realized it was going to take a lot longer than I anticipated. At the same time I had already done too much to quit then, so I was kind of caught between a rock and a crazy place!

What are your own tactics when playing the map? Where do you hold up?
The first thing I do is decide which place to fortify based on my start location:
  • The Orchard – The Nikkei Centre for its fortification around the area with low zombie density
  • Downtown – Apartment above the hardware store for obvious reasons
  • Downtown – Apartment above the Restaurant for the distance to amenities
  • New Denver Siding – The farmlands for its low zombie count and delicious well

Afterwards I get a firearm and go around the outside of my safehouse, shooting rounds to draw the zombies towards me, and away from my house down the street. After that, I double back in a large circle so the zombies lose interest as go back to my (now safer) safehouse.

Are there any little incidental details in the map that only a New Denver resident would notice?
One of the main details to be added is a blinking red and yellow stoplight above the Main Street intersection, but others that I still would like to do is put in signs for the businesses based off of their real names. So that would be Berryhill Foods, Shangri-La Inn, or Loki’s Pub. Locals would know which stores I’m talking about!

I think that the Project Zomboid community as a whole has been very moved by your decision to dedicate the New Denver map to the memory of some of your friends – Skye Donnet, Jule Wiltshire-Padfield, Hayden Kyle and Lily Harmer-Taylor. If you don’t mind, could you possibly talk us through that decision, and the events leading up to it?
Before May I was still working on the map, just nowhere near as much. When I was working on it, my friends would see the work I did and were just as excited as me.

I don’t really remember too much of May 9th in particular, because of a catatonia, but within the next couple of days I knew I had to dedicate the map to them – to carve their names into the cyber stone if you will.

It took me a few weeks to start working on the map again, but when I did, the thought of my friends kept me motivated to continue, that and constantly telling myself “When the map is finished, not if.”

What do you think is next? Are you all mapped out now, or will you have other projects in future?
At the moment I’m going to continue updating and fixing up New Denver, but I do have some ideas for the future. One is an expansion to New Denver, another is a desert themed town… but I’m not quite sure yet. I may try to join a map project that’s already on the go.

After doing New Denver, I’ve learned to love the process of creating the buildings in-game. You can and will expect more from me soon enough!

Is there anything else that you’d like to tell the Project Zomboid community? You have the mic!
Thanks again to everybody for their condolences and support following the release of the map, and remember this mantra when your working on your own projects: “It’s not if your map gets released, it’s when it gets released.”

Also, come to New Denver and retrace some of those steps you did in Zomboid, how many times can you say you`ve done that!?

If you’d like to play Jamie’s New Denver map then check out his thread on the forum, while it’s also now a part of Blindcoder’s Map Project  and if YouTube is your poison then check out the time that Man Bear Pig explored this amazing part of British Columbia.

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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)

Riguardo questo 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 – your continued survival relies on your own cunning, luck and ability to evade a relentless horde.

Current Features

  • Hard-core Sandbox Zombie Survival Game with a focus on realistic survival.
  • Online multiplayer survival with persistent player run servers.
  • 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. Society is in freefall.
  • Farming, trapping, fishing, carpentry, character customization, skills and perks that develop based on what you do in-game.
  • Hundreds of zombies with swarm mechanics and in-depth visual and hearing systems.
  • 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.
  • Instant action ‘Last Stand’ mode, on top of our Sandbox and Survival
  • Full, open and powerful Lua modding support.
  • Game pad support
  • Local 4 player split-screen co-op

    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.
  • Engine upgrade to make the most of your graphics card as well as your processor
  • 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 visit or 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
SteamOS + Linux
    • 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 and Windows 8 may have issues. 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 Snow Leopard 10.6.3, 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
    • 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.

    • 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
Recensioni utili dai clienti
115 persone su 140 (82%) hanno trovato questa recensione utile
46 persone hanno trovato questa recensione divertente
15.4 ore in totale
Pubblicata: 3 gennaio
Recensione della versione ad accesso anticipato
Was cornered in a bathroom and got too hot. Took off clothes to relieve myself. Zombies broke in to the bathroom to see me butt naked drinking out of the toilet.

Questa recensione ti è stata utile? No Divertente
14 persone su 14 (100%) hanno trovato questa recensione utile
96.6 ore in totale
Pubblicata: 6 gennaio
Recensione della versione ad accesso anticipato
This is the probably the best Zombie Apocalyptic RPG game I ever played. It has everything I wanted.
From food to Fortification and as well as customization.
But meh, I don't want that the game is going to be finished. It should stay in Early Access for two years or more.
IF this game is finished, there are still mods to play with, improves the gameplay a bit.

Also I don't have any cons for this game, it's just perfect for me.
Questa recensione ti è stata utile? No Divertente
24 persone su 32 (75%) hanno trovato questa recensione utile
4 persone hanno trovato questa recensione divertente
20.1 ore in totale
Pubblicata: 4 gennaio
Recensione della versione ad accesso anticipato
Ran over to the mall near westpoint and thought i could ropleplay as the guys from dawn of the dead, ended up only seeing three stores before 30+ zombies broke through the glass after i started killing zeds in the food court with my pistol i had scavenged that had only 5 rounds which led me up the escalators to hide in a clothing store living off two juicy watermelons.
After i ate the melons i said screw it and grabbed my kitchen knife (which seems over powered to me) and started one shot killing zeds by slicing them in the head untill it broke and i got severly gangbanged

10/10 would roleplay again
Questa recensione ti è stata utile? No Divertente
10 persone su 10 (100%) hanno trovato questa recensione utile
76.3 ore in totale
Pubblicata: 15 gennaio
Recensione della versione ad accesso anticipato
Project Zomboid is a game I own since 2011, back when it was still only available on Desura and The Indie Stone's website. The hardships the developers have faced during the years of development and the passion they've shown for the game and it's community is extraordinary. Aside from that, Project Zomboid is also damn fun to play and this is what earns it my recommendation.
Questa recensione ti è stata utile? No Divertente
9 persone su 9 (100%) hanno trovato questa recensione utile
1 persona ha trovato questa recensione divertente
139.5 ore in totale
Pubblicata: 20 gennaio
Recensione della versione ad accesso anticipato
I've never played a better game than Project Zomboid. I play this regularly, both single player and on a 360 controller coop with my girlfriend. Its an amazing experience to try and survive together, even more so against people online on our own locally hosted server!

The Pro's?
- Amazing Dev team that really care about the end product, even with the setbacks they've faced in the past they kept going!
- Good replayability and customization!
- There's a lot to do!
- One day we will have AI, Vehicles and hookers. In fact, forget the hookers.
- Big community who keep modding the game, and the developers are using some parts of this to advance the games development!

- It can get repetitive building and killing zombies, haha who am I kidding it never gets old!
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12 persone su 16 (75%) hanno trovato questa recensione utile
6 persone hanno trovato questa recensione divertente
9.1 ore in totale
Pubblicata: 18 gennaio
Recensione della versione ad accesso anticipato
Started up a game, found a gallon of bleach. Decided to drink it and see what happens. About an hour later my guy drops dead in the middle of the road.

10/10 suicide simulator 2014 -IGN
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5 persone su 5 (100%) hanno trovato questa recensione utile
51.7 ore in totale
Pubblicata: 28 gennaio
Recensione della versione ad accesso anticipato
Best Zombie Survival Game Available.

If you havent played it...its like never having tried Sex, Drugs or Rock N Roll. You'll be telling your friends OMG its AMAZING...

DayZ is great for the "First two weeks, close up experience" 7D2D is great for the building, fun and zombie killing action.

Project Zomboid however is the best at giving you a simulation that captures the REAL fear, the melancholy, and the grim seriousness of being a survivor in a zombie apocalypse.

The level of detail, depth and design of the game is sheer brilliance, and the Development team is a case study of how to do things right, you cant say enough great about them.

Many different settings to tailor the game to your own taste, Fast or Slow Zombies? Strong or Weak?

Is a bite something that just needs a bandage or should you start making funeral arrangements ( AKA Drunken Bleach Fueled Suicide Run Going Down Guns Blazing ).

You decide.
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4 persone su 4 (100%) hanno trovato questa recensione utile
17.8 ore in totale
Pubblicata: 6 gennaio
Recensione della versione ad accesso anticipato
Great Game. Very in depth on what you can do in such a cheap game. WEll worth the $15. Theres always something new on every playthrough.
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4 persone su 4 (100%) hanno trovato questa recensione utile
67.2 ore in totale
Pubblicata: 17 gennaio
Recensione della versione ad accesso anticipato
FIRST and perhaps MOST important, TIS is a diamond in the rough and their game is truly a shining example of how early access development should be done. since introducing their project to the steam community they have been extremely productive and informative, posting a weekly devblog to the news feed and offering a public unstable branch that actually shows the progress of said devblogs. just go look for yourself.

this is an excellent zombie-survival game with a gritty, nostolgic feel to it. this isnt a heroic blockbuster where you wade through waves of starved zed, gleefully caving in skulls and emptying full mags of ammunition. death itself has an even more insatiable appetite than the undead and you will spend the beginning hours of every playthrough desperately clawing yourself away from its hungry jaws. even when you have become wise to the wasteland it will still easily find ways to commission you into the hordes. several large towns with fully exporable, fully lootable buildings spread out across a (still growing)country-side stuffed to the brim with true-to-the-name, proper zombies will keep you in an inevitably ending struggle to see another day.

every element of gameplay is creative, original and skillfully implemented. the inventory is governed by a weight system sprinkled with various containers for your items. zombies are lovingly coded and realized and are a constant danger whether alone in a public restroom or in a ravenous horde in the urban streets or forest. a "meta-game" system ensures they dont simply congregate in one area, instead following en-masse random sounds that keep the population shambling all ends of the map. as usual with survival games, essentials such as building, crafting, cooking and hunting/fishing are skills that can be mastered by gaining experience. to top it off, all of this can be done with friends with up to four players on one screen via drop-in/out style, as well as LAN and internet play. and yes, those up to four friends can drop-in/out during LAN and internet play.

as with any early access project, its still very much in progress. a few key promised features including NPC survivors and a story/campaign have yet to be realized but this small indie studio has shown they can deliver. it has taken them a long time to get PZ to where it is now and it will probably be quite some time before it will be called complete, but i wholeheartedly recommend you buy this game. keep it in your steam pocket. watch it become a classic.

this is how you died 10/10
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4 persone su 4 (100%) hanno trovato questa recensione utile
1 persona ha trovato questa recensione divertente
5.7 ore in totale
Pubblicata: 11 gennaio
Recensione della versione ad accesso anticipato
many times, there have been zombie survival games, and almost all of them are catastrphic dung-balls. enter project zomboid. the best survival game in sutch a long time, although mainstream idiots will fail to see the pros, the experience is realistic, ranging from hard (don't run out with a shotgun as soon as you find it), to believably easy ( unless you have 49 shells

PC verdict :one of the best survival games out there
Mac verdict :the best survival game out there
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4 persone su 4 (100%) hanno trovato questa recensione utile
13.1 ore in totale
Pubblicata: 5 gennaio
Recensione della versione ad accesso anticipato
Found an abandoned house in the forest after marching through the rain for what seemed like hours. The warmth of the fire from the stone helped me calm my nerves as the moans of the undead could be heard not far from where I was. I checked the cabinets for food. No luck. I checked the fridge. Nothing. There had to be something in this place. If the dead didn't get to me, starvation would. Finally, after searching the entire house, I found a bag of chips underneath the couch in the living room. They were the best stale chips I've had in what felt like days. For the very first time, I felt like everything was going to be alright, until I noticed the curtains in the living room window were still open, and the undead had spotted me. Their moans attracted more of them as they began to surround the house, smashing through the windows. Me, with my trust crowbar ran into the bathroom, fearing that this was the end. I closed the door behind me and frankly searched for a way out. Panic settled in as the realization that I had no way out with the undead banging at the bathroom door sank in.
I didn't survive 20 minutes after starting the game. 10 out of 10.
For a game that's only in Early Access and has come this far makes me proud to play it. This is truly what an Early Access release should look like. It can only go up from here.
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4 persone su 4 (100%) hanno trovato questa recensione utile
98.9 ore in totale
Pubblicata: 13 gennaio
Recensione della versione ad accesso anticipato
After a couple days of surviving I find myself wandering the streets of town looking for somewhere to find more advanced weapons. I decide to hold up a resturant for the night and to look the next morning. I wake up and walk outside and after getting to the street look back to see a horde of probably 30 zombies has moved between me and the resturant I was staying in, so I had no choice but to push forward. After about one block i realized I had made a very bad decision, as there were hordes and hordes of zombies on every side of the street, and some were beginning to see me. I ran through something like 6 hordes of 20+ zombies before I found a store, and I entered it figuring i could lure them in one side and I could escape the other. I walked in what I thought was a room to the other side, only for it to be a storage closet, and I looked back to see they had already begun climbing through the window and I had no way out. I closed the door knowing my impending doom was on the other side, and pulled out my pistol with only 20 bullets knowing I could not escape. I opened the door and immediately began firing, only to realize there were only 2 zombies banging on my storage closet door, and I could have easily just walked out -.- I had unfortunately already shot 3 bullets, so at that point I looked around to see every window in the store break (there were probably 6-7 of them) and what seemed like hundreds of zombies poured in to feast on my lonely body.... Dont go in the cities they are scary
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5 persone su 6 (83%) hanno trovato questa recensione utile
3 persone hanno trovato questa recensione divertente
56.9 ore in totale
Pubblicata: 3 gennaio
Recensione della versione ad accesso anticipato
Trekked through the wilderness for a day or so to find the shopping mall, severe exhaustion & fatigue set in as I ran out of fresh food to eat, ate some raw chicken and had to use my trousers to bandage a wound. Got steadily more sick & exhausted until I eventually reached my destination, which was of course crawling with zombies. Staggered in to the cineplex, the first unlocked door I came to, no beds or couches for me to sleep on... I eventually died of exhaustion in my underwear in the corner of a projector room.

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5 persone su 6 (83%) hanno trovato questa recensione utile
6 persone hanno trovato questa recensione divertente
17.1 ore in totale
Pubblicata: 13 gennaio
Recensione della versione ad accesso anticipato
Forgot to turn the oven off and my entire base which i spent a week building burned to the ground whilst I was masturbating in the pancake house 10/10
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9 persone su 14 (64%) hanno trovato questa recensione utile
48.8 ore in totale
Pubblicata: 24 gennaio
Recensione della versione ad accesso anticipato
Игру заприметил еще на старте разработки. Подкупающей была тематика (ещё не заезженная на тот момент), пиксель-арт и, конечно же – изометрия. На данный момент это стильный и действительно интересный симулятор выживания на фоне зомби-апокалипсиса. И вовсе не только лишь потому, что изометрия и пиксельная графика. Игра обладает определенным шармом и без этого. Хотя бы на уровне своих возможностей. Будучи небольшой по размерам и миниатюрной в исполнении, игра оставляет за собой многие новинки из Early Access (далее по тексту EA).

В большинстве игр подобной тематики вы оказываетесь в декорациях, которые служат подстилкой для массированного PVP, где, в общем и целом, кроме него заниматься нечем. Мало кто прорабатывает «изнанку мира» (англ. background). В PZ подноготная рядом. Есть два небольших городка где-то в американской глубинке, фермы, поселки и леса. Существует даже карта на манер Google-карт созданная каким-то умельцем. Она позволят оценить размах умирающего мира. Здесь умирает всё, в том числе и вы. Это история где рано или поздно будет поставлена трагическая точка.

За регулярными вылазками в город в поисках медикаментов, продуктов и необходимых для выживания вещей (да-да, даже медицинскому пинцету найдется здесь дело) вы краем глаза замечаете, что и город меняется. Происходит отключение от глобальной системы энергоснабжения, постепенно прекращает свою работу трубопровод, подававший в населенные пункты воду. Еда в холодильниках портиться, и вы уже вряд ли сможете порадоваться хорошо прожаренной отбивной. Города подвергаются армейской зачистке, не сулящей вам ничего хорошего, да и ходячих с каждым днем становится всё больше.

Если совместить естественное умирание города с набегами других выживших, то картинка порой становится и вовсе унылой. Вместо богатства, ожидающего мародера посетившего брошенное место, вам часто приходиться довольствоваться каким-то мелочами. Нож для масла в качестве оружия, женская блузка вместо свитера, мусорный пакет или школьный ранец вместо хорошей сумки. собранный вручную топор, что развалится после нескольких ударов. Аутентичность на этом не заканчивается - забудете выключить газ на кухне (пока он еще остался в баллонах) и ваш дом превратиться в пепелище.

С тех пор как появился мультиплеер игра ещё больше расцвела. Помимо PVP серверов существуют PVE сервера и даже «ролевые». Попав туда, вы придерживаетесь канвы повествования. Вы больше не Ваня или Джон зашедшие покрошить других игроков. Теперь вы вполне реальный персонаж, переговаривающийся с другими выжившими по радио, помогающий другим выжить. Отыгрыш сбивает людей в группы, чтобы противостоять ходячим вместе. Богатство игровых ситуаций описать трудно. Ровно как и богатство способов умереть.

Разбил окно, полез в закрытый дом, разодрался в кровь влезая в него, впоследствии умер от заражения. Отравился плохой едой, отлеживался в каком-то доме, оказался в осаде - умер, будучи съеденным, заживо. Попал в засаду, был ранен, убежал, нашел какой-то дом полный алкоголя. Долго пил и радовался жизни. Выздоровел. Вышел наружу и столкнулся с ордой. Долго удирал от нее, забаррикадировался в каком-то отеле, затем спрыгнул с крыши второго этажа, сломал бедро, отполз в местный туалет и там умер. Всё это проза PZ дня. А ведь есть романы, поэзия. Всё это у вас будет, и каждый ваш опыт от игровой сессии будет разным.

Хотите быть фермером и уйти от этого кошмара – это возможно. Хотите быть скавенджером и войти в историю маленького мира как лучший сборщик всякой всячины – не воспрещается. Хотите стать торгашом, по прозвищу Консерва-Боб, собрав всевозможные консервы и затем устроить магазин – да пожалуйста. Хотите прослыть самым жестоким «убийцей на западе» доступно и это. Вы можете быть кем угодно, и прожить свой конец как угодно. Какой путь вы бы не выбрали - он будет оригинальным. Вас может погубить что угодно. К примеру, осколки стекла, застрявшие в руке, когда вы разбили стекло очередного дома. Спасти вас, впрочем, тоже может что угодно. Меня спасли грибы и дождевые черви. Серьезно. Их тоже можно есть. Правда от такой пищи наступает депрессия.

Определенно – маленькая жемчужина, которая со временем станет настоящим жемчужным ожерельем или колье. Не поддержать такую игру будет неверным решением. Сейчас она, до сих пор в EA, до сих пор развивается, до сих пор дарит каждой своей сессией что-то новое.
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3 persone su 3 (100%) hanno trovato questa recensione utile
51.4 ore in totale
Pubblicata: 15 gennaio
Recensione della versione ad accesso anticipato
The only currently good open world zombie survival game. Heavy development still making it even better. Stable, fun, customizable difficulty - try sensitive hearing + herds : )
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3 persone su 3 (100%) hanno trovato questa recensione utile
25.0 ore in totale
Pubblicata: 10 gennaio
Recensione della versione ad accesso anticipato
If you're tired of the tag "Survival" on Games not living up to their definition, look no more. This is a survival game in the truest definition of the word. With the settings on singleplayer you're able to hone the game exactly to your liking from zombie density to loot rarity all the way down to infection mortality time.

A really deep (yet not very upfront) crafting system, a pretty solid building system with other nice features such as cooking recipes (found a frying pan? have some steak and some vegetables? how about a stirfry to raise your mood and get rid of that boredom)

The character system is a nice break down as well, you can see exactly where you're injured and take action directly from there whether it be switching bandages, or applying disinfectant directly to a wound.

The dev's really take into consideration what the players are suggesting and try to implement ideas the best as possible, it's truly what an early access game should be.

There are flaws though, an awkward camera and movement system that takes some getting used to, there's very few tooltips to explain what items can be used for. The game is not very user friendly, you have to do quite a bit of researching either on the Wiki or by trial-and-error, but all in all... it's a real solid early access and besides The Long Dark one of the only TRUE survival games out there.
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5 persone su 7 (71%) hanno trovato questa recensione utile
19.1 ore in totale
Pubblicata: 2 gennaio
Recensione della versione ad accesso anticipato
Jogo é do ♥♥♥♥♥♥♥! Muito melhor que a maioria das porcarias que tenho visto! As mecânicas são o ponto chave, a pepita de ouro nesse game! Tudo funciona muito bem mesmo com o jogo incompleto!

Se você, como Eu, for um belo rapaz de cabelos brancos, com certeza vai gostar! Caso você não seja um pirralho chato criado pela avó pode comprar sem dúvida nenhuma também!
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2 persone su 2 (100%) hanno trovato questa recensione utile
37.8 ore in totale
Pubblicata: 14 gennaio
Recensione della versione ad accesso anticipato
This is a real tough, fun, rewarding and most of all BRUTAL zombie survival sim. More of an eventual-death simulator, actually.
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2 persone su 2 (100%) hanno trovato questa recensione utile
15.7 ore in totale
Pubblicata: 15 gennaio
Recensione della versione ad accesso anticipato
Too ♥♥♥♥ing good. Now i know what you're thinking but it looks so old and why is it over the top well get over it cause its fun as ♥♥♥♥ just dont play it on no ♥♥♥♥♥ fart easy level you can read books, eat beef jerky, crowbar a face or ♥♥♥♥♥ or if you're like myself you can put on a pot of food for 5 mins and burn your home down Ahhh good times... Also you can make stuff, items,weapons,grow food, and a bunch of other random ♥♥♥♥. good luck
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