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:
대체로 긍정적 (평가 232 개) - 지난 30일 동안의 사용자 평가 232건 중 76% 가 긍정적입니다.
매우 긍정적 (평가 12,323 개) - 이 게임에 대한 사용자 평가 12,323개 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 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!”
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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 (132)

2016년 8월 22일

Hello ladies

The ladies have finally made it into the animation build! After a couple of weeks of puzzling incompatibilities and glitches across the export chain, we got everyone together and finally winkled numerous bugs out of the system. So now all the female models are working with the animations that’ve been exported and thrown into the PZ mainframe so far.

As we mentioned before, until the animation build is good to go we’re not going to do Mondoid videos as the time they take to produce/edit/whatever diverts us away from cranking the actual new systems out into the open. That said, we can still show you a few images of the new lady survivors in action.

This should stand as the last technological hurdle for the getting the anims out into testing, although there could possibly be some multiplayer sync issues to work out that would make us consider a single player anim branch initially if that were to turn out to be the case.

Since we’ve been focused on getting the female models working in-game for a fair wedge of the last little while we still have some of the ‘tying in’ of the new animation and combat system to finish off. There’s still a fair few fixes and things to add ahead of us too, but getting the women into the game was by far the biggest.  So we’re definitely edging much closer to getting this stuff out there to you all but, as usual, will refrain from putting a specific ETA on it.

Build 35 IWBUMS

The release of the combat/anims/clothing build will open up the path to plugging in the big pile of work we’ve done for our remaining feature milestones. It will also, meanwhile, provide coders like RJ with a deluge of fun new jobs like zoning the ‘career zombies’, adding in new weapons, sounds etc.

As such, in the remaining time before the anims go in, the Build 35 IWBUMS will be used to do lots of ‘small job, big impact’ jobs that we’ve been meaning to do since forever – many of them community and mod team suggestions that’ve been stacking up. As IWBUMS public beta testers are aware – from build 35.9  zombies will be able to tear down sheet ropes, while in future builds we’ll tie sheet rope breakage and fall damage to player weight and attributes.

We’ll also be finally letting towels dry, giving some foods a thirst value, making rotten food disappear rather than be a permanent fixture – that sort of thing. It’s basically ticking off a bunch of ‘small stuff’ that’s been nagging on players in one big go before the animations arrive with all the extra (and awesome) potential that they bring. If you have any such suggestions,like this one nudging us towards tying the ‘E’ button to TVs and channel changes, then please drop ‘em in the forums.


Just a quick note to say that PZ will have a presence at this weekend’s Insomnia gaming event at the Birmingham NEC, and a few members of the team who aren’t banging upcoming builds with spanners will be present on the Sunday and Monday if you want to come over and say hello.

This week’s topless survivor by Eden404 of Steam. The Block of Italicised Text would like to direct your attention to the PZ Wiki should you feel like editing or amending something, and the PZ Mailing List that can send blogs like this and patch notes direct to your mailbox. We also live on Twitter right here! Okay thanks bye!

댓글 36 개 더 읽어보기

2016년 8월 15일

Pancake House (of death)


Hey all, it’s that day of the week once more…


RJ seems to have ironed out the majority of headline bugs in the current open IWBUMS betaof the first Build 35 features. Gameplay feedback would still be much appreciated though. You can find details on how to join here. In the past week we’ve had 35.7 and 35.8 that (among a bunch of other things) makes wall frames easier to click on, allows construction materials to be removed from your backpack during barricading and ties room size into the panic felt by claustrophobic traits. There’s also a new MP server option ‘FastForwardMultiplier’ that defines how much time accelerates when all players are sleeping.

We’ll see how work in the anims branch goes in the next week or so in terms of whether we release 35’s sleeping/nutrition/building/metal content to the wider PZ audience before an immediate new animations IWBUMS test, or integrate it with the snazzy new combat/clothing and whatnot.

In the mean-time however, as mentioned last week, RJ is coding in some tutorial-style information windows and also working with Writer Will to make sure new players get all the info they need to know about PZ’s ever-expanding roster of backpack contents. He’s also going to be doing some exploratory work into how to finesse our current house alarm system.


Unfortunately we’re still having problems getting the female models to behave. It’s a really odd problem and we’ve tried numerous things to get them to work properly in-game. We’re not sure if it may be something strange going on with the .X file exporter we’re using, but we have lit the beacons and are getting everyone together in the same office this week so we can have a better coordinated look under the hood to try and figure it out.

Work on the rest of the animation build is going well, though obviously the female bug hunting has taken up a lot of time we’ve still made progress in getting the rest of the build sorted. This is why we don’t do ETAs, as stuff like this always seems to glee in popping out of the woodwork as you approach the day you expect to release stuff.

Here’s a few images of ladies getting up to mischief without last week’s nightmare fuel. [The lady’s face will benefit from the different lighting in-game and isometric-ness btw, and we can probably play around with her textures too.]


Mash’s work continues on the new residential area south of Muldraugh. Also back for a quick spell on mapping is EasyPickins, who has created a ‘tree noise generator’ to make the wilderness more random/realistic and less clumpy. Here’s a ‘before’ shot, and here’s one from ‘after’ – although these are only pines, and don’t show the new big trees either.

This will impact on 90% of our current map cells on the overall PZ map – everything that hasn’t been manually updated basically. It will make all future groundwork for new areas a lot less troublesome for Binky.


Just a quick note to say that we’ll be showing Project Zomboid at Insomnia in Birmingham between the 26th and 29th of August on a stand with a few of our indie chums. We’re not sure how many of the team will be along what with all the work we have on, but if you’re around then there’ll be someone there to pop over and say hello to.

This week’s featured image by Slothy J of the vast Steam conglomerate. 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! Byeees.

댓글 48 개 더 읽어보기
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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.
  • Local 4 player split-screen co-op
  • Hundreds of zombies with swarm mechanics and in-depth visual and hearing systems.
  • Full line of sight system and real-time lighting, sound and visibility mechanics. Hide in the shadows, keep quiet and keep the lights off at night, or at least hang sheets over the windows.
  • Vast and growing map (loosely based on a real world location) for you to explore, loot and set up your fortress. Check out Blindcoder’s map project:
  • Use tools and items to craft weapons, barricade and cook. You can even build zombie proof forts by chopping trees, sawing wood and scavenging supplies.
  • Deal with depression, boredom, hunger, thirst and illness while trying to survive.
  • Day turns to night. The electricity falters. Hordes migrate. Winter draws in. Nature gradually starts to take over.
  • Farming, trapping, fishing, carpentry, cooking, trapping, character customization, skills and perks that develop based on what you do in-game.
  • Proper zombies that don’t run. (Unless you tell them to in the sandbox menu).
  • A ton of amazing atmospheric music tracks by the prodigy that is Zach Beever.
  • Imaginative Challenge scenarios and instant action ‘Last Stand’ mode, on top of regular Sandbox and Survival 
  • Full, open and powerful Lua modding support.
  • Xbox Controller Gamepad support on Windows. [Others pads can be set up manually. Gamepad support not currently available on Mac]

    We’re a small team at the moment, but we’re also committed to providing the following:

    Planned Features:

  • The return of our PZ Stories mode that also serves as first ever tutorial actively trying to kill you at every turn. Kate and Baldspot return!
  • In-depth and varied NPC encounters driven in a persistent world, powered by a metagame system that turns each play-through into your very own zombie survival movie with emergent narrative gameplay.
  • Constant expansion of the countryside and cities around Muldraugh and West Point
  • Full wilderness survival systems, animals and hunting for food.
  • More items, crafting recipes, weapons and gameplay systems.
  • Steam Workshop and Achievements support

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

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

시스템 요구 사항

Mac OS X
    • Nb. This is an Early Access game. A demo has been provided so you can be sure the game runs on your set-up to your satisfaction.

      Radeon 4xxx series (or below) graphics cards / Please make sure to try the demo before purchasing!

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

    • OS: OS X 10.7.3, or later. 
    • Processor: Intel 2.77GHz Dual Core
    • Memory: 2Gb Ram
    • Hard Disk Space: 1.23gig
    • Video Card: OpenGL 2.1 compatible dedicated graphics card
    • Sound: OpenAL compatible sound card
    • Controllers currently unsupported in Mac
고객 평가
고객 평가 시스템이 업데이트되었습니다! 자세히 알아보기
대체로 긍정적 (평가 232 개)
매우 긍정적 (평가 12,323 개)
가장 유용한 평가  지난 30 일 동안
3명 중 3명(100%)이 이 평가가 유용하다고 함
6.5 시간 기록
앞서 해보기 평가
게시 일시: 2016년 8월 20일
이것은 당신이 어떻게 죽었는가에 관한 이야기다.

단순한 그래픽으로 무시했지만. 생각치도 못한 공포감,몰입도가 어마어마한 게임.

어느날 갑자기 사람들이 좀비화되며 사람들을 사냥하고다닌다. 라는 상황이 일어난다면 당신은 어떻게할것인가?

이게임은 그래픽형태가 단순해보이는 픽셀... 도트게임으로 제작된 게임입니다.
얼핏 게임의 스크린샷을보았을때는 시시하고, 유치하고, 재미없는게임으로 보일수 있으나.
실제로 해보면 꽤나 괜찮은사운드, 몰입감으로 생각지도 못한 공포감, 심리적 불안감을 심어줄수있는 게임입니다.
그리고 저용량으로 즐길수있는 리얼리티성과, (사실감이 꽤나 우수하고 뛰어납니다.)
게다가 과거와 달리 부분한글화지만, 공식한글화이며
(언어 항에 한국어가 없지만 인게임에서는 부분적으로라도 게임하는데 지장이없는 공식한글화가 적용되어있습니다.)
가격대비가 꽤나 좋은 게임이라고 생각합니다.

- 저용량으로 즐길수있는 게임.
- 생각보다 꽤나 많이 뛰어난 리얼리티.
- 몰입도도 어마어마함
- 건축,농사등을 할수도 있음.
- 캐릭터를 만들때 특성등을 선택하여서 자신만의 개성을 살리는 플레이 가능
- 간단한 멀티플레이 방식.
- 부분적이지만 공식한글화
- 아직 '앞서 해보는 게임'이지만, 패치도 적지않게 하고 꾸준히 개발중인 게임.
- 저사양컴퓨터도 즐길수있음

- 초반에 하기에는 진입장벽이 꽤 있음.
- 근성이 없으면 하기가 좀 껄끄러운게임.
- 죽어가며 배우는 플레이 방식 (이런 오픈월드 좀비류게임을 처음한다면, 다크소울을 하는 기분이 날수도 있을것이다..)
물론 다크소울에는 훨씬 못미치지만
- 조작방법이 조금 호불호를 탈수도있음
- 캐릭터가 물몸 (긍정적인부분으로 봐서는 리얼리티성이 잘 살려져있음.)
- 픽셀, 도트게임을 싫어하는사람에겐...

... - 정도가 되겠습니다.

간단한 팁

- 일단 방금 갓 시작했다면 통조림은 후반에 챙기는것이 나을것이다.
무게가 조금 되기때문에 초반에 파밍하는데 지장이 될 수도 있을것이다.

- 물과 전기는 그리 오래가지않아 끊길것이다, 그 전에 자원을 충분히 모아둬 죽지않고 요새를 구축해둬야 할것이다.

- 쓰레기봉투를 모아두어라, 나중에 요새화준비를 하며 건축을 할때쯤. 단수화가 되어 물이 필요해지게되는데.
비가 올때쯤 쓰레기봉투로 빗물을 모아두는 통을 만들때 쓰일것이다.

- 가방은 하나만 맬수있는것이 아니다. 가방은 등에도 멜수있으며, 보조무기에도 장착시킬시에 추가 인벤토리가 생길것이다.

- 총은 정말 위급할때에만 쓰는것이다, 만약 호기심에 총을 쏘게된다면.. 좀비때거리가 몰려와 당신은 곧 죽게될것이다.

- 가능한 물과 음식을 충분히 많이 모아두는것이 좋을것이다.

- 기초적인 지식이지만, [RMB]는 오른쪽 마우스버튼, [LMB]는 왼쪽 마우스 버튼을 가르키는것이다.

- 왼쪽에있는 [하트모양] 버튼을 눌러 상태표시항을 켜두는것이 좋을것이다.

- 만약 좀비에게 물리거나 긁히기라도하면, 살아날방법은없다. 실컷 발버둥치다가 죽어라.
또는 표백제를 먹어 죽는방법도있다.1시간정도가 지나면 죽는다.
- 모든문, 창문이 닫혀있어 창문을 깨고 들어갈시에, 깨진 유리조각을 치우지않고 창문을 넘어가면
때때로 출혈에 걸릴수있다.
- 좀비가 아닌 다른것때문에 긁히거나, 출혈이 일어나면 옷등을 찢어 천으로 출혈을 막을수있다.

- 만약 천으로 응급처치를했다면, 천이 오염되지 않는지 자주 봐야할것이다. 천을 계속쓰고있으면 천이 오염되게되는데.
오염이되면 오히려 상태가 악화가 될 뿐이다.

- 다시한번 강조하지만, "이것은 당신이 어떻게 죽어가는가"에 관한 게임이다, 안죽는걸 목표로 하지않고
오래 버티는거에 목표를 삼고하는것이 좋다.
- 죽은 좀비 시체에서도 파밍을할수있다.

- 특성을 고를때엔 '행운아'특성을 찍어두는것이좋다, 좀비 시체에서 소방도끼가 나올수도있다.

- 당신은 소방도끼가 얼마나 소중한것인지 느끼게 될것이다.


게임 플레이 후기 - 초반에는 정말 재미있게 플레이를 했으나..
이 게임을 하게될줄알게되면 그때부터는 할것이 없어진다. 그냥... 16000원값은 하는 게임.
(꼭 멀티로 하길 바란다.)
이 평가가 유용한가요? 아니요 재미있음
3명 중 2명(67%)이 이 평가가 유용하다고 함
1명이 이 평가가 재미있다고 함
5.1 시간 기록
앞서 해보기 평가
게시 일시: 2016년 7월 25일
너무 현실적으로 개발되고 있는거 빼면 충분히 돈값은 한다
다만 이 재미도 근성이 없으면 못즐기는게 아쉬울뿐
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가장 유용한 평가  전체
41명 중 38명(93%)이 이 평가가 유용하다고 함
1명이 이 평가가 재미있다고 함
20.0 시간 기록
앞서 해보기 평가
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


한글판 풀린 기념으로 샀다가 봉변
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31명 중 31명(100%)이 이 평가가 유용하다고 함
6명이 이 평가가 재미있다고 함
110.6 시간 기록
앞서 해보기 평가
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.
이 평가가 유용한가요? 아니요 재미있음
28명 중 27명(96%)이 이 평가가 유용하다고 함
28명이 이 평가가 재미있다고 함
8.7 시간 기록
앞서 해보기 평가
게시 일시: 2016년 1월 29일
유치원 사물함에서 샷건 발견.
100/10점 드립니다 제작자님.
이 평가가 유용한가요? 아니요 재미있음
23명 중 23명(100%)이 이 평가가 유용하다고 함
1명이 이 평가가 재미있다고 함
38.3 시간 기록
앞서 해보기 평가
게시 일시: 2014년 4월 29일
'당신은 이렇게 죽었다...' 라면서 시작되는 게임....

어떻게하더라도 살아나긴 힘든 게임이라는 거죠 ㅎㅎ

소소하지만 세세하게 만든게임이라 플레이하다보면 정말 진국인 게임.
이 평가가 유용한가요? 아니요 재미있음
23명 중 22명(96%)이 이 평가가 유용하다고 함
15명이 이 평가가 재미있다고 함
89.0 시간 기록
앞서 해보기 평가
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.
이 평가가 유용한가요? 아니요 재미있음
21명 중 20명(95%)이 이 평가가 유용하다고 함
10명이 이 평가가 재미있다고 함
770.5 시간 기록
앞서 해보기 평가
게시 일시: 2015년 6월 5일
공략이고 머고 몇번이고 수십번이고..죽어가면서
물이랑 전기가 끊기는것도 알게 되고...저퀄인데도 좀비는 역시 무섭다는것도 깨닫고..
음식은 있을때 아껴란 것도 알았고..ㅠ

역시 야구빠따엔 못을 박아야되는것과 빠루는 쎄다는걸 알게 되고..

별거 없는거 같고 별거 아닌거 같은 게임인데...
구매하고 여섯시간 정도를 내리 달렸다.....
미친게임이다..= ㅁ=
이 평가가 유용한가요? 아니요 재미있음
20명 중 19명(95%)이 이 평가가 유용하다고 함
5.7 시간 기록
앞서 해보기 평가
게시 일시: 2014년 3월 15일
생존, 제작, 좀비
매력적인 3개 요소가 합쳐진 게임
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21명 중 17명(81%)이 이 평가가 유용하다고 함
15.6 시간 기록
앞서 해보기 평가
게시 일시: 2014년 1월 2일
상당히 하드코어한 게임이죠 ㅋㅋㅋㅋ 하드코어해서 더 재미있는 게임입니다
이 평가가 유용한가요? 아니요 재미있음