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: 매우 긍정적 (평가 9,306 개)
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 find ourselves in a stable financial situation with an overwhelmingly positive reaction from the Steam community. We hope you will join us, but if not we understand. If you're not ready to jump in yet, then please consider us when we break out of Early Access.

How often do we update the community?

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

How often do we update?

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

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

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

Details of major milestones can be found below.

What is required for 1.0?

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

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

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

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

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

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

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

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

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

What about after 1.0?

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

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

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

Development Costs

Here we hope to give you a better idea of how the sales revenue from Project Zomboid will support development of the game. While we will keep particular developers salaries confidential, we would like to offer a breakdown of developer and office locations, along with the average rent costs, reported on for the Indie Stone offices, along with each developer's location to give you an idea of relative studio costs. It's become clear to us recently how significantly this factors into Early Access games chance of continuing development and we hope others will follow suit in divulging this information.

All percentages are in comparison to New York City (100%) - Other examples would be San Francisco (98.66%), London (93.81%), Moscow (52.71%) and Delhi (9.53%). The lower the % the further your purchase of an Early Access game will go to fund development (or more crucially how long that money will last), as accommodation costs correlate pretty closely with expected salaries and costs of living and working in that location. (Please note that in several cases the developer lives sufficiently outside the given city to make the actual %s likely much lower than reported)

3x Developers + Office
Newcastle Upon Tyne, United Kingdom - 32.37%

1x Developer
Brighton, United Kingdom - 56.37%

1x Developer
Toronto, Canada - 51.78%

1x Developer
Surrey, Canada - 30.87%

1x Developer
Lille, France - 31.59%

Monthly development costs are currently recouped within approximately the first 1.5 weeks of the month on average, which means at present each month produces extra funds to further develop the game should sales dry up. This does not include sales or other promotions.

What if PZ stopped making any money tomorrow?

The Indie Stone have made sufficient sales since launch on Early Access to ensure that if the game stopped selling any copies tomorrow, the entire PZ dev team could carry on funded development as at present, with no reduction in workforce, for at least the next two years, potentially longer. This would not be an ideal situation for us, of course, but we are committed to finishing every major planned feature before we consider moving the game to 1.0. Considering the financial situation we are in at present, the chances we will not be able to fund the remaining development of the game are quite small.

In the worst (and least likely) possible of financial cases that required the disbandment of all paid developers of the game, 4 of the listed developers are directors of The Indie Stone with an invested interest in the success of the game and company, who would cut their income significantly and/or supplement development of the game with other work to get through any financial difficulties. Despite this no doubt causing progress to slow significantly, the 4 directors hold all required skills to continue development of the game during this nightmare scenario.”

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!


큐레이터의 추천

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

최신 업데이트 모두 보기 (78)

2015년 8월 3일

Stages of Infection

Good afternoon Mondoiders, thanks for stopping by. We’ve got some fun and interesting nuggets of desperate survival today, so let’s crack on with it!

Steam MP Integration update
EasyPickins is currently plugging away at Uncle Gabe’s electrical plumbing, making sure that we hit the ground running when we release the final iteration of Build 32 with its Steam Integrated loveliness.
Most excitingly, he’s coded a function that allows servers to use Workshop mods and maps. This means that, when joining a server, players will be given the option to automatically install any required items before the client joins in the fun online. Or to disconnect if they’d rather not, of course. Work in Progress screenshot below!

EP has also built in the functionality to create and update Workshop items from inside the game, and also edit the change notes visible to any and all interested parties who are browsing the Steam mainframe. For all the above reasons he has been officially lauded as TIS hero of the week.

Narrative Planning and Game Modes
We’re at the stage of formatting all the radio and TV content that has been written for Turbo’s system (latest debug vid found here) that will serenade the opening week or two of people’s survival. All things being well, we’ll have the full script in and working this week, while radio sets are now in-game alongside the walkie-talkies we showed last Mondoid. At the time of writing Turbo is linking up the whole system to his ‘item moveables’ work. It feels like it’s all coming together.

Thing is, it also got us thinking…
While many players will enjoy listening to the infection taking hold while they swipe fresh food from well-stocked fridges, a large number of players clearly prefer to feel that society has entirely fallen. They favour the atmosphere of solitude, despair and total breakdown of apocalypses such as that of The Road, The Last of Us or The Walking Dead. As developers, we don’t want to start getting in the way of how you enjoy RP-ing our game.

Likewise when we introduce themes more in keeping with a ‘post-apocalyptic’ vibe – then murderous NPCs, survivor radio stations and all the empty silence in-between… well all that just doesn’t make much sense if we’re starting while there’s still a scared newscaster on the television telling people to keep calm and that help is on its way. Likewise, Bob smothering Kate with a pillow is even MORE harsh if it’s happening on Day Five.

As such we’re currently giving serious thought to having two entry points to an overall ‘Classic’ timeline – one at the start with the downfall of humanity chirruping through TV sets, and another six months later in the heart of Winter with rotten food, the electricity cut-off, more burnt out homes, more ransacked buildings, and more ‘Scenes o’Horror’. The hardcore Survival mode, meanwhile, would still be played from the start of the timeline, for as long as you are physically able. Indeed, for all people playing the full gamut there’d be plenty of cool stuff hidden at the harder-to-reach time periods of the overall PZ experience.
Coming at it this way also brings other advantages. For example, we’d likely have new preset difficulty levels that land between First Bite and Survival coming alongside the new framework – for those who don’t want to fiddle with deep and complex Sandbox options. [Although the internal debate on exactly how we’d present this is ongoing!]

Most importantly, however, this will provide structure and goalposts for all future creative content being dropped into the game. Key events in the timeline can be targeted at these key periods, more secretive and mysterious stuff can be put at a distance from them. It’s also a great way to repurpose older plans for Kate and Baldspot stories within the framework of what the game has become in their absence.

TLDR: Long-held plans are crystallizing at the moment, and it’s all very exciting.

SpiffoSpace Announcement
A belated mention of the fact that the SpiffoSpace servers have now been whitelisted, which is why you might have seen them drop from view on your Public Servers list. If interested to play on them, as you should as they’re great, you can enquire within.

The Prodigal Mathas Returns
It’s great to see YouTuber Mathas, amazingly enough the originator of the term ‘Mondoid’, back playing the game. Woo!

Thanks everyone! See you next week!

This week’s featured image is from Wolish over on Steam.

You know what needs some love? The PZ Wiki can get lonely without regular factual input. Go on, won’t you be a sweetheart? Also, be at one with Mondoids, changelists and other big news with our email subscription service!

댓글 20 개 더 읽어보기

2015년 7월 27일

A Li’l Bit o’ This, a Li’l Bit o’ That

Mash here, a last-minute substitution for your usual starter Will. Will I drop the ball? Not if I immediately pass it to other people!

Here’s a sneak peek at a WIP of the new radio/TV UI that Turbo is currently working on:

In the words of Turbo: “There can be 2 of these panels open at max, one for a radio in inventory and one for the radio/tv’s in world. The panels have modular subpanels that can be loaded depending on device type. Shown in vid are the basic panels, other optional panels will include tape, VHS tape, scanner etc.”

And the ball goes to RJ! He’s working on some new things to do with botany. We’ll release more details soon, but for now we’ll just that that it will have some big implications for those who like to rough it in the wilderness.

Noooo don’t pass the ball back to me!  Quick, what other news do we have?

This week in Creative, we’ve managed to get better landscaping tools into the game. This will allow you to do nice paths, roads, grass and mud patches and for it to blend seamlessly as you paint. We were planning on holding off on this feature, however it became clear it was a must to be able to quickly make larger areas.

And in case you missed it, here’s a replay of SirTWiggy’s livestream using Creative mode to build TwiggyVille from the ground up (please excuse bugs/crashes). Highlights include building playgrounds near a highway, and a school next to a bar and gun store.  What fantastic violations of zoning codes will YOU create in Creative mode?

Uh oh, now the ball is in my heads again! Umm… my secret project is going well, and hopefully we’ll be able to reveal its results soon!


Well, nothing exploded, but I think we’ll all be happy when Will comes back next week.

This week’s header image is from Opt_0 on Steam.  Have loads of PZ knowledge to impart? Why not contribute to the PZ Wiki? Also, stay on top of Mondoids and other big news with ouremail subscription.

댓글 14 개 더 읽어보기
모든 토론 보기

버그를 신고하고 게임 토론에 피드백을 남기세요.


“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.
  • Hundreds of zombies with swarm mechanics and in-depth visual and hearing systems.
  • Full line of sight system and real-time lighting, sound and visibility mechanics. Hide in the shadows, keep quiet and keep the lights off at night, or at least hang sheets over the windows.
  • Vast and growing map (loosely based on a real world location) for you to explore, loot and set up your fortress. Check out Blindcoder’s map project:
  • Use tools and items to craft weapons, barricade and cook. You can even build zombie proof forts by chopping trees, sawing wood and scavenging supplies.
  • Deal with depression, boredom, hunger, thirst and illness while trying to survive.
  • Day turns to night. The electricity falters. Hordes migrate. Winter draws in. Nature gradually starts to take over.
  • Farming, trapping, fishing, carpentry, cooking, trapping, character customization, skills and perks that develop based on what you do in-game.
  • Proper zombies that don’t run. (Unless you tell them to in the sandbox menu).
  • A ton of amazing atmospheric music tracks by the prodigy that is Zach Beever.
  • Imaginative Challenge scenarios and instant action ‘Last Stand’ mode, on top of regular Sandbox and Survival 
  • Full, open and powerful Lua modding support.
  • Xbox Controller Gamepad support on Windows. [Others pads can be set up manually. Gamepad support not currently available on Mac]
  • 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.
  • Constant expansion of the countryside and cities around Muldraugh and West Point
  • Full wilderness survival systems, animals and hunting for food.
  • More items, crafting recipes, weapons and gameplay systems.
  • Steam Workshop and Achievements support

For more details on the game follow us on @theindiestone or visit

A huge thanks to the wonderful MathasGames and Dean Cutty for making the awesome intro video. If you love indie games their channels are well worth a sub.

시스템 요구 사항

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 / Please make sure to try the demo before purchasing!

    • OS: Windows XP, Vista, 7
    • Processor: Intel 2.77GHz Dual Core
    • Memory: 2Gb Ram
    • Hard Disk Space: 1.23gig
    • Video Card: OpenGL 2.1 compatible dedicated graphics card
    • Sound: OpenAL compatible sound card
    • Nb. This is an Early Access game. A demo has been provided so you can be sure the game runs on your set-up to your satisfaction.

    • OS: OS X 10.7.3, or later. 
    • Processor: Intel 2.77GHz Dual Core
    • Memory: 2Gb Ram
    • Hard Disk Space: 1.23gig
    • Video Card: OpenGL 2.1 compatible dedicated graphics card
    • Sound: OpenAL compatible sound card
    • Controllers currently unsupported in Mac
    • 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
13명 중 13명(100%)이 이 평가가 유용하다고 함
1명이 이 평가가 재미있다고 함
66.4 시간 기록
게시 일시: 2015년 7월 12일
앞서 해보기 평가
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.

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. (서바이벌 모드 기준) 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.
이 평가가 유용한가요? 아니요 재미있음
106명 중 102명(96%)이 이 평가가 유용하다고 함
12명이 이 평가가 재미있다고 함
15.3 시간 기록
게시 일시: 2015년 7월 5일
앞서 해보기 평가
-Roll new character
-Search house I start off in
-Find Sledgehammer, mint condition
-F*ck-Sh*t-Up Mode activated
-Survive many a day slaying countless zombies
-Come across big house with big yard and big garage, I want it
-Dozen zombies litter the property
-FSU-Mode never disengaged, clear property same day
-Search house, underwhelmed with findings and interior decor, decide to move on
-Still feel invincible, decide to search smaller house down the street
-Enter confidently (read: carelessly) through window, jumped by lone zombie and subsequently bitten
-Douse arm in disinfectant and wrap with clean rag, hope for the best
-Best doesn't happen, health deteriorates, fast
-Decide to go out in glory, storm nearby storage facility that apparently doubles as a zombie hangout spot
-Fell innumerable zombies before finally succumbing to fatal fever
-Come back as zombie and chill with my new dead homies

No matter how good you think you are in zombie games, you're not in this one. You're no Frank West/Chuck Greene/Leon Kennedy/Chris Redfield or whatever other zed video game hero you aspire to. You're just.. you. EVERYTHING is measured against you: hunger, thirst, sleep deprivation, physical exhaustion, heat/cold, panic, anxiety, happiness, and even boredom. Manage them all or suffer. And finally a game where you're at risk of infection. It's an entirely different experience and one that I'd definitely recommend to any fan of the genre.

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99명 중 85명(86%)이 이 평가가 유용하다고 함
27명이 이 평가가 재미있다고 함
13.3 시간 기록
게시 일시: 2015년 7월 9일
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I found a hunting knife and shotgun shells in a kindergarten class room.
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43명 중 41명(95%)이 이 평가가 유용하다고 함
1명이 이 평가가 재미있다고 함
50.4 시간 기록
게시 일시: 2015년 7월 8일
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Review posted on 7/8/2015 Build 32.

To give you a little bit of insight as to the type of person this review is coming from.
I have played a good number of Zombie Apocolypse games with and without the survival element and am a big fan of the genre/concept.
One of my favorite story(s), accounts, or portrayals of this genre would have to be World War Z (the book by Max Brooks, the movie is rubbish in comparision).

No it is not perfect I would not try to tell you otherwise, I see people on the forums who are having issues installing or running the game for various reasons. Personally I had no trouble at all, it runs great except for occasionally closes out of the game completely upon exiting out of the current game, which should have brought me to the main menu.

It is often easy to forget that this game is still in early access. While there are many exciting items and features planned for the future, the game feels and plays almost like a finished game.

Here are some features in the game at the time of this review that I like and/or appreciate and feel add a substantial amount to the immersion of Project Zomboid.

-Crafting & Barricading.
-Day & Night cycle.
-Logical loot distribution. In other words you will find loot in places that make sense in the world.
-Hunger & Thirst system.
-character creation process. Play as a male or femle, name them, choose a pre apocolypse profession (each profession comes with bonuses) or unemployed, plus give them merits and flaws. (I am paraphrasing here, I forget what they are called in game).
-Weather (rain, snow) and yes, seasons!
-Temperature system.
-The ability to create your own "custom sandbox" zombie apocolypse
-Upgrading and repairing. Bat+hammer+nails=Spiked Baseball bat, then use tools to repair it when needed.
-Item conditions. Weapons get damaged and then eventually break.
-Functional L.O.S. (Line of Sight) for both players and Zombies. In other words you can only see the zombies in the direction your character is facing.
-Multiplayer. Lots of Servers to join.
-Skill system where if you want to improve a skill, you have to keep using it...and live long enough to improve it! Also you can read books related to skills for a xp boost when said skill is used.
*Combining. Example A: I already have a kitchen knife and a jar of peanut butter. Find some bread, use the knife to cut the bread, knife+sliced bread+peanut butter=peanut butter sandwiches.

Example B: Enter a house that still has power. Already have a frying pan equipped. Look in the refrigerator. Frying pan+chicken+peas (perhaps with a dash of salt and/or pepper, optional) = chicken and vegetable stir fry. Turn on the stove, place the stir fry in the pan on the stove, cook, and yum!

Honestly I am glad I paid full price. Yeah I know it might sound crazy, it was just on sale not long ago but honestly the devs deserve every cent.

I would easily give this game in its current state a 9/10. *Important* Just keep one thing in mind, this game is hard. Actually for those who may not know, you CANNOT win. There is no cure for the zombie virus and I am not sure if that will ever change. Playing Project Zomboid is playing out the story of a character, the story of how they died. This may be a deal breaker for some, which is why I bring it up. There is no way to 'WIN" the game, you just survive as long as you can.
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17명 중 16명(94%)이 이 평가가 유용하다고 함
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6.5 시간 기록
게시 일시: 2015년 7월 25일
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This is the story about how I died

July 23rd 2015

I don't know how I got into this. Not long ago, I was an aspiring cinematographer that just finished his work on a movie soon to be released; had a party with my wonderful friends to celebrate the wrap. Was about to propose to my girlfriend, Liz.
But now, I am all alone. It's a weird, terrible feeling to know you are alone in this world. It reminds me of the moment when I got lost at a mall, separated from my mom when I was a little child.
Noone's there to give me a hug, to cheer me up, to dry my tears.

All my friends, my family, my colleagues turned into these terrible, mindless creatures that run after me and just have one thing in their minds: to disembowel me. Why am I still alive at all? It just doesn't make any sense to me.

I need to leave our...I mean my house, all windows are broken and these monsters are just awaiting the moment I fall asleep to get me.

July 24rd 2015

I just found out that my neighbors fled to the north as I'm reading their note directed to their daughter who was expected to come home from college. I found her, in pieces on the floor and wallpaper. What a tragedy, she was so beautiful and smart.

I knew her dad likes to drink so I took his whiskey and a few blankets. Maybe they get handy one day.

I found a house to live in; but I don't feel safe- I need more blankets to disguise the windows. Luckily, the former owner had a good storage of food.

Ok, I will f***ing leave... just needed to kill five zombies- this area is polluted with these rats an I was wounded on my right hand.
Used the whisky to disinfect and blankets to bandage. Hopefully, it will help.... hopefully? Or isn't it better to die? I feel the urge to make a rope out of the blankets I found...

July 25rd 2015

I finally found a small, secure house. In the surrounding houses I found enough stuff to close the windows. I expected it would be difficult but in each house I found their owners turned to monsters. I don't know how many people I killed. Men, woman and even kids.
Although I have a rather safe place to sleep, I feel like if each minute a small part of me dies.

While accessing a house I cut both of my forearms on broken glas, I aches like hell. And finally, I accidentally triggered an alarm and there are hundreds of zombies around.
I can't hear that sirene anymore. Hopefully, its battery dies soon. I feel like a kid when I press my face into the pillow just not to hear that terrible noise of zombies scratching on the outside of my shelter.
I'd like to drink the whisky to raise my mood but I need to keep it to clean my wounds.

July 26rd 2015

I spotted a zombie waiting on my front door. I thought it would be the best to kill it, but I didn't recognize another one just around the corner.
I killed both but I'm heavily wounded. I don't think I will make it.
If this is the last record you read- I'm Dan, 34. Liz, I'm coming back to you.
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