Project Zomboid is an open-ended zombie-infested sandbox that asks one simple question – how will you die?
사용자 평가: 매우 긍정적 (평가 5,377 개)
출시 날짜: 2013년 11월 8일

로그인하셔서 게임을 찜 목록에 추가하시거나 관심 없음으로 표시하세요

앞서 해보는 게임

지금 바로 플레이할 수 있습니다. 게임이 개발되는 과정에 참여하세요.

알림: 앞서 해보기 게임은 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, 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.

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 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 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.”

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

Project Zomboid 구매

Project Zomboid 4-Pack 구매

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

 

Recommended By Curators

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

최신 업데이트 모두 보기 (29)

2014년 9월 29일

Turbo Boost

Today's Mondoid is one of the longer ones, so I cannot mirror the content here, completely.

Before just giving you a link leading you into the great unknown, I'll tell you it's totally about the integration of TurboTuTone's Erosion mod into the vanilla game, and fill this space with a few unnecessary characters.

http://projectzomboid.com/blog/2014/09/turbo-boost/

Also, Bacon.

댓글 12 개 더 읽어보기

2014년 9월 22일

Zombies in Love

Time for a Monday release of… Build 29 on the IWBUMS branch! Woo!


Build 29 IWBUMS release!
For the uninitiated, IWBUMS (the ‘I Will Back-Up My Save’ branch) is our experimental build released for final bug-chasing and testing. For the full scoop on how you can get it fed into your Steam Library go here.

Amidst the tweaks and fixes of Build 29 there’s some cool new stuff. The awesome SFX of Mister NJ Apostol, Romain’s sprightly new forest foraging, some survivalist crafting and the all-new melee skills of blunt and blade. Oh, and updated translation stuff. Finally, controversially, watermelon consumption is no longer fatal. Full changelist here!

Creating a Knox Event Mythos
Ever since Will returned from his writing duties on Alien: Isolation he’s been focussed on creating a back story for your doomed travails in and around West Point and Muldraugh. Much of this has been in fleshing out and locking down our earlier thoughts on what this zombification disease is (and whether it is rooted in science or religion), why it’s happened and how it all panned out.

You’ll likely never know the truth, as per the laws of proper zombie fiction, but the clues will be out there amongst misinformation and speculation. Will has written TV and radio reports that can be played during your opening days – which will then gradually turn to static, one by one.

We already have four TV channels and three radio stations fully scripted – which will have something new to hear after every 12 hours passes in-game. These include news stations, call-in radio talk shows and a TV shopping channel. Occasional NPC dialogue and parts of the Kate and Baldspot storyline will also, clearly play into the wider back story.

We want to have five channels/stations on each medium before they go into the game, but already have good feedback from a few select community people who’ve been exposed to Will’s mega-spreadsheet. Some elements of it still might change however, as we’ve sent our super-secret lore document to two scientists who specialise in applicable disease outbreaks (we know!) who’ve kindly agreed to be consultants on the game.

Quite how close we can stay to real world disease when dealing with the affairs of the undead isn’t yet clear, but we’re doing our utmost to keep in shouting distance of it.


Build 30 Medical sneaky-peek
We’ll hold off from going into precise detail as to what will be in the next Zomboid build, buthere’s something that’ll give you a fair idea of what’s next on the menu. Yup, Medical overhaul is on the cards. (Please note we expected a more exciting screenshot than that, but it seems we’ve lost Romain for the evening before getting a tasty screenshot. Damn youuuuu RJ!! Keep an eye out on our twitter feed and we’ll throw that out to you when we get it!)


All the other usual stuff
As always there’s tons of other stuff going on in the background – Steam integration things, NPCs, exciting musical developments, vehicles, fresh animations and all that jazz. Next Mondoid we’ll, most likely, be talking to you about TurboTuTone’s fine work on getting Erosion into the main game.
 

Kirrus’ Newsletter bit
Be sure to check the upcoming version post and subscribe to our newsletter to be sure you won’t miss anything! That’s it for now. Thanks so much for living and dying in our game! Love y’all.

댓글 32 개 더 읽어보기
모든 토론 보기

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 – 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: 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. 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.

    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
  • Game pad support
  • Local 4 player split-screen co-op

For more details on the game visit or 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

PC
Mac
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
유용한 고객 평가
16명 중 16명(100%)이 이 평가를 유용하다고 평가했습니다.
35.9 시간 기록
앞서 해보기 리뷰
'당신은 이렇게 죽었다...' 라면서 시작되는 게임....

어떻게하더라도 살아나긴 힘든 게임이라는 거죠 ㅎㅎ

소소하지만 세세하게 만든게임이라 플레이하다보면 정말 진국인 게임.
게시 일시: 2014년 4월 29일
이 평가가 유용한가요? 아니요
9명 중 9명(100%)이 이 평가를 유용하다고 평가했습니다.
45.8 시간 기록
앞서 해보기 리뷰
유리창 부수면 출혈나고 알람울리고 좀비가 쳐 오고 나는 씹고 뜯고 맛보고 즐겨지는 게임
쳐 먹어야하고 쳐 마셔야하고 내 눈엔 총이 안보이고 결국 야구방망이 들고 설치는 게임
그러다 소방도끼 주웟는데 갑자기 밤되서 좀비랑 파티 하는 게임
멀티있으면 더 쩔거같은 게임

+ 2014-8-02 추가내용

이제 멀티가 가능하다
이제 나는 이 상황이 되엇다

"얘기? 얘기는 무슨 놈의 얘기를 하란 말이고?! 역적 놈들과! 오냐, 좋다! 거기 딱 기다리고 있거래이! 내 도끼를 들고 가가 마 싹 쓸어 찍어뿌고 말끼라!"
"야, 이 좀비 새끼들아! 니들 거기 꼼짝 말고 있어! 내가 지금 도끼를 들고 가서 네놈들의 머리통을 다 날려버리겠어!! 역적 놈의 새끼들!"
게시 일시: 2014년 8월 1일
이 평가가 유용한가요? 아니요
8명 중 8명(100%)이 이 평가를 유용하다고 평가했습니다.
0.9 시간 기록
앞서 해보기 리뷰
인간은 언젠가 죽습니다.

언젠가는 죽는다는 것을 뻔히 알면서도,
조금이라도 더 살아보기 위해서, 최선을 다해서 아둥바둥 발버둥 치고,
장렬한 최후를 맞이 하는 과정을 직접 체험하고 싶으신 분들께

추천드립니다.
게시 일시: 2014년 8월 19일
이 평가가 유용한가요? 아니요
9명 중 8명(89%)이 이 평가를 유용하다고 평가했습니다.
24.3 시간 기록
앞서 해보기 리뷰
프로젝트 좀보이드는 평범한 좀비생존게임입니다.
다만 다른 좀비게임과는 다르게 탑뷰와 2D 시스템을 채용했죠.
기술적으로 우선 원활한 환경을 택한만큼 상당히 현실적입니다.
여러가지 환경에 의한 상태이상이라던지, 기분 등 매니악스럽고 불친절하고 시스템 자체가 하드코어합니다.
생존 관련해서도 책을 읽어 농사와 같은 기술을 향상시킨다던지
스킬포인트를 높여 자신의 능력을 향상시킬 수 있습니다.
게임이 시작할때 이게 당신의 죽는 방법이다 라고 할정도로 게임에선 살아남기 힘들거라는 예고를 하죠.
저는 진입장벽때문에 포기한 게임이지만 이 게임을 구매하고픈 분들께는 어떨지 모르겠군요.
게시 일시: 2014년 7월 29일
이 평가가 유용한가요? 아니요
4명 중 4명(100%)이 이 평가를 유용하다고 평가했습니다.
3.4 시간 기록
앞서 해보기 리뷰
재밌습니다. 인디계의 데이즈라고 칭할만하네요.
아직 사소한 버그가 몇가지 존재하기는하지만 플레이에는 전혀 지장이없습니다. 무엇보다 개발진이 성실하여 꾸준히 개선된 빌드를 내놓고 이제 몇가지 중요한 부분만 보완된다면 정식출시도 가능할정도로 보입니다.

그런데 단 한가지... 멀티플레이를 즐기는 것이 너무 까다롭습니다.
아직 멀티플레이 테스트 단계라 그런지는 몰라도 멀티플레이를 하기 위한 그 과정이 너무나도 어렵고 복잡하네요. 파일들 소스를 손수 편집하고, ini 파일을 직접 수정하여 서버 세팅을 바꿔야합니다. 정말 암걸릴것같고 지금도 어제 되다가 또 안되는 바람에 암 말기가 될것 같습니다. 만약 멀티플레이를 게임 내부에서 쉽게 방만들기-방셋팅-개설-플레이로 다른게임들처럼 아주 간단하게 보완된다면 이보다 완벽한 인디게임은 찾기 힘들 것입니다.

14.99달러가 아깝지 않은 게임입니다. 구매 고려하시는 분은 저 부분을 염두하시기 바랍니다.
게시 일시: 2014년 7월 26일
이 평가가 유용한가요? 아니요
33명 중 31명(94%)이 이 평가를 유용하다고 평가했습니다.
15.1 시간 기록
앞서 해보기 리뷰
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
게시 일시: 2014년 3월 3일
이 평가가 유용한가요? 아니요