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?
사용자 평가:
최근:
복합적 (평가 183 개) - 지난 30일 동안의 사용자 평가 183건 중 69% 가 긍정적입니다.
전체:
매우 긍정적 (평가 12,285 개) - 이 게임에 대한 사용자 평가 12,285개 중 91% 가 긍정적입니다.
출시 날짜: 2013년 11월 8일

로그인하셔서 게임을 찜 목록에 추가하거나, 팔로우하거나, 관심 없음으로 표시하세요.

앞서 해보는 게임

지금 바로 플레이할 수 있습니다. 게임이 개발되는 과정에 참여하세요.

알림: 앞서 해보는 게임은 완성된 게임이 아니며 개발이 진행됨에 따라 크게 바뀔 수 있습니다. 현재 상태에서 이 게임에 흥미가 생기지 않는다면, 개발이 더 진행될 때까지 기다려보는 것도 좋습니다. 더 알아보기

개발자의 한마디:

왜 앞서 해보나요?

“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.”

이 게임은 언제까지 앞서 해볼 수 있나요?

“See above!”

정식 버전은 앞서 해보는 것과 어떻게 달라지나요?

“See above!”

지금 앞서 해보기 버전은 어떤 상태인가요?

“See above!”

앞서 해보는 동안, 또는 앞서 해본 이후 게임 가격이 다르게 매겨지나요?

“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.”

개발 과정에 어떻게 커뮤니티를 참여시킬 건가요?

“See above!”
더 읽어보기
한국어(을)를 지원하지 않습니다
이 제품은 귀하의 로컬 언어를 지원하지 않습니다. 구매하기 전에 아래에 있는 지원하는 언어 목록을 확인해주세요.

Project Zomboid 구매

Project Zomboid 4-Pack 구매

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

 

최신 업데이트 모두 보기 (136)

2016년 9월 26일

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.

댓글 26 개 더 읽어보기

2016년 9월 19일

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.

댓글 53 개 더 읽어보기
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버그를 신고하고 게임 토론에 피드백을 남기세요.

평가

“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)

게임에 대해

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.

시스템 요구 사항

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
고객 평가
고객 평가 시스템이 2016년 9월에 업데이트되었습니다! 더 보기
최근:
복합적 (평가 183 개)
전체:
매우 긍정적 (평가 12,285 개)
평가 유형


구매 형식


언어


검색 조건:


(what is this?)
선택한 조건에 맞는 평가 0 개 ( 사용자 평가 없음)
가장 유용한 평가  지난 30 일 동안
6명 중 5명(83%)이 이 평가가 유용하다고 함
추천
64.1 시간 기록
앞서 해보기 평가
게시 일시: 2016년 9월 22일
3년이 지났지만 전혀 나아질 기미가 안 보인다.
2017년 2018년 내에 나올 수 있으려나
그나마 대부분의 게임이 4년 내에 만들어지니
그때되면 욕해야징
이 평가가 유용한가요? 아니요 재미있음
1명 중 1명(100%)이 이 평가가 유용하다고 함
추천
196.9 시간 기록
앞서 해보기 평가
게시 일시: 2016년 9월 14일
싸는건 불가능
이 평가가 유용한가요? 아니요 재미있음
1명 중 1명(100%)이 이 평가가 유용하다고 함
추천
21.0 시간 기록
앞서 해보기 평가
게시 일시: 2016년 9월 17일
좀비게임중에서 생존의맛을 느낄수있는 제일 괜찮은 게임중의 하나다.

하지만 이해도가 많이 필요한게임이니 그건 알아두길 바란다.
이 평가가 유용한가요? 아니요 재미있음
2명 중 1명(50%)이 이 평가가 유용하다고 함
추천
5.1 시간 기록
앞서 해보기 평가
게시 일시: 2016년 9월 17일
아이고 ♥♥♥♥♥♥ 농사 하기 졸라 바빠 뒤지겠는데 좀비도 온다고 ?
샷건 신의 은총이다 , 씹새들아 .
이 평가가 유용한가요? 아니요 재미있음
4명 중 1명(25%)이 이 평가가 유용하다고 함
1명이 이 평가가 재미있다고 함
비추천
114.3 시간 기록
앞서 해보기 평가
게시 일시: 2016년 9월 6일
가장 치명적 문제인게 멀티플레이를 지원하는 문제가 개판이다.

뭔수를 써도 안되는 사람은 안되는 이상한 멀티 지원 ㅋ

뭐 제작사측에서 멀티 부분 지원이 안좋은건 인정하고 있으니

언젠가야 다른 방법으로 멀티 지원을 하겟지만 지금으로썬..

또한 현재 얼리억세스 상태의 문제로 현재 유저들이 원하는 NPC나

필수적으로 되어야 할 요소들의 업뎃이 아닌 엉뚱한거만 자꾸

업뎃하는게 유저들이 원하는 촛점을 잘 모르는거 같다는 생각도 든다.

일단 현재로썬 컨덴츠적 부분으로는 꽤나 즐길거리가 많고

실력이 늘고 고수가 될수록 지나치게 한가해지는게 문제긴 하나

그건 난이도 설정과 멀티로 채울수 있는 부분이라 괜찮다 생각함.

결론적으로 충분 추천작이지만 표기는 한국어를 지원 안한다고

표기되어 잇어도 공식적으로는 한글화가 되어서 겜내 적용이 되어

있지만 반은 되었고 반은 안되어 있는 한국인 농간같은 지원이기에

한국인으로써 불쾌감을 유발하므로 비추를 주고 싶다.

제작진은 한국 판매량에 한해 한글패치 제작자에게 진심 감사해야

할것이다. (한국인 구매가 꽤 많은거 같아보임)
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34명 중 34명(100%)이 이 평가가 유용하다고 함
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110.6 시간 기록
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게시 일시: 2015년 7월 12일
굉장히 재미있는 게임은 맞는데 최근 좀비 리스폰 방식 변경 이후 난이도가 안드로메다로 가버린 게임. 지금 당장은 게임을 시작한 사람들이 도저히 상대할 수 없는 좀비의 물결을 보고 멘붕하면서 접을 가능성이 큽니다.

(서바이벌 모드 기준) 패치 이전엔 게임이 중반쯤 되어도 거점 주위를 좀 쓸어놓으면 근방에서 좀비 볼 일이 없었지만, 지금은 거점에서 자고 일어나면 집 주위에 거의 2~30마리씩 젠되어 바리케이트를 친 창문과 문을 쉴새없이 두들겨대는 좀비들을 보게 될 것입니다. 식량을 구하러 상가에 가보면 프레임 드랍이 일어날 정도의 좀비들을 마주하게 될 것이고요. 심지어 방치하면 수가 점점 누적이 됩니다. 조준 스킬이 높다는 가정 하에 소드 오프 샷건이 한 10정 쯤 있고 샷건 탄약 박스가 100개쯤 있는 게 아닌 이상 도저히 매일 같이 상대할 수 없는 양입니다. 게다가 샷건을 쏴대면 소리를 듣고 주위에서 더 많은 좀비가 몰려오는 딜레마도 있고...

가장 최근 플레이하면서 죽은 경험이, 1층 집 주위를 통나무 벽을 둘러서 요새화하고 2층으로 개조하기 위해 집 안에 계단 만들어서 지붕 다 뜯어내고 바닥 짓다가 실수로 떨어져서 다리를 다친 적이 있었는데, 게임 시간으로 약 3~4일 정도 집에만 머물렀더니 (다칠 당시에는 주위를 쓸어놔서 좀비가 단 한마리도 없었음) 출입구 하나 뚫어놓은 쪽의 문이 부서지면서 거기로 3~40마리의 좀비들이 몰려오더군요. 다급하게 만들어놓은 2층으로 올라간 뒤에 주위를 둘러봤는데 사방에 수십 마리의 좀비가 통나무 벽을 뚜들겨대고 있었고, 다리 때문에 버리고 도망갈 수도 없고. 심지어 그 벽 때리던 좀비들이 출입구가 뚫리자 인지하고 돌아서 들어오는 것인지 한 웨이브를 겨우 쓸고도 거의 같은 양의 좀비가 또 출입구로 들어왔습니다. 야구 방망이를 휘두르던 캐릭터는 기진맥진한 상태라 이후는 당연히 씹고 뜯고 맛보고 즐기고...

아무래도 캐릭터가 여기저기 쏘다니지 않는 이상 좀비들이 결국 캐릭터 주위로 몰려드는 (캐릭터를 중심으로 젠되는) 시스템이 된 것 같습니다. 최종적으로는 거점에서 자급자족하면서 플레이어 입맛대로 꾸미는 것이 이 게임의 가장 큰 재미일텐데, 솔직히 이번 패치로 그게 거의 불가능한 수준에 이르렀다고 생각합니다. 난이도가 적절히 하향되길 기대해봅니다.
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41명 중 38명(93%)이 이 평가가 유용하다고 함
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20.0 시간 기록
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게시 일시: 2014년 3월 3일
좀비없는 외진곳에 집 찾아서 밭갈아서 감자 양배추심고 샷건도 줍고 소방도끼 하나 쟁여놓고 바리케이드 만들어보려고 못 주으러 나갔다가 어떤 집에서 닫힌 문앞에 있던 좀비한테 문 열자마자 한방 물렸는데 응급처치했는데도 으슬으슬 열나다가 좀비됨


10/10

한글판 풀린 기념으로 샀다가 봉변
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32명 중 31명(97%)이 이 평가가 유용하다고 함
32명이 이 평가가 재미있다고 함
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8.7 시간 기록
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게시 일시: 2016년 1월 29일
유치원 사물함에서 샷건 발견.
100/10점 드립니다 제작자님.
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23명 중 23명(100%)이 이 평가가 유용하다고 함
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38.3 시간 기록
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게시 일시: 2014년 4월 29일
'당신은 이렇게 죽었다...' 라면서 시작되는 게임....

어떻게하더라도 살아나긴 힘든 게임이라는 거죠 ㅎㅎ

소소하지만 세세하게 만든게임이라 플레이하다보면 정말 진국인 게임.
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23명 중 22명(96%)이 이 평가가 유용하다고 함
15명이 이 평가가 재미있다고 함
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89.0 시간 기록
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게시 일시: 2015년 8월 5일
1. 당신은 언제나 집을 터는 도둑이 될 것이다.
2. 처음에 물과 식량이 흔하지만, 후에 가면 아포칼립스가 뭔지 알게 될 것이다.
3. 도끼시여 저에게 빛을 내려주소서
4. 가방에 싹쓸싹쓸
5. Q 키를 눌러 치료제를 먹을 수 있습니다. (튜토리얼 발췌)
6. 우리는 NPC를 매우 원합니다
7. 유저가 더 많아졌으면 좋겠군요.
8. 통조림은 인류 최고의 발명품이 아니었을까
9. 싱글플레이의 좀비들은 방사선에 쬐인 초인인게 틀림없다
10. 당신은 반드시 죽을 것이다.
11. 당신은 지금 11번째 항목을 읽고 있습니다.
12. 읽어라, 배울 지어다. 먹어라, 살 지어다. 물려라, 죽을 지어다.
13. 멀티플레이를 하고 싶어요 (이미 있다만 유저가 없어요)
14. 살기는 힘들지만, 훅 가는건 한순간이다.
15. 15번째 항목을 축하합니다. 이예!
16. 꾸준히 업데이트가 되고 있습니다.
17. 이 게임을 하는 것을 추천합니다.
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