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?
多半好评 (201 篇评测) - 过去 30 天内的 201 篇用户评测中有 72% 为好评。
特别好评 (12,273 篇评测) - 12,273 篇用户的游戏评测中有 91% 为好评。
发行日期: 2013年11月8日







“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 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.”


“See above!”


“See above!”


“See above!”


“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.”


“See above!”

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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:


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.

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.

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Hey all, welcome back to PZ’s weekly goings-on blog. Let’s delve into what’s going on with some of the features dropping into near-future builds.


The new animations system is the first step in our internal plan to feed all our remaining 1.0 features into the game, something we’ll expand on once we’ve kicked the anims out of the door. Right now we’re under the hood implementing the remaining actions and tying some others into gameplay systems, plus going back and forth with Martin the Animator if anything needs adjusting.

We’re also at the stage now that we can spot any stray required animations that slipped through the net. For example in last week’s video we saw the new ‘zombie climbs through a window and over a counter’ animation – but implementing it flagged that we didn’t have that in reverse. Now counters next to windows are collidable again zombies no longer had an exit route, so Martin is on the case.

Meanwhile, Binky has been finalising the look of the re-animated zeds – which will in turn be able to have various injury, blood, headwear and clothing overlays.


We’ve had the first drop of General Arcade’s VOIP-ed version of PZ! It still needs finetuning, polish, UI work and complex fiddling on the Mac/Linux versions but the first test carried out over the weekend revealed plenty of encouraging details, alongside spotlighting bugs for our Russian friends to fix.

In the words of Benjamin ‘Blindcoder’ Schieder, the man behind the PZ map: “One thing that immediately stood out was that positional sound works great! When another player ran circles around me I heard his voice shift from left headphone speaker to right and back. Very good! Another thing that worked was voices growing quieter with distance, but it currently does so too quickly.”

The video of the VOIP test is below, but please remember that this is very much a work in progress. [It’s also getting us quite excited about getting the system tied into Turbo’s in-game radios.]


Mash’s map work continues, with finishing touches to the perimeter of the new residential area now complete. She’s now moving onto some new fun areas that are being dropped into the current map for players to discover. As flagged by Blake81 on the forums, meanwhile, now EP’s tree noise work will let us complete all the wilderness cells on the current map she can also complete the train tracks that many players use as a route between Muld and WP.

Writer Will, meanwhile, is working with Turbo on his entertainment/boredom moodle projects – expanding out Zomboid lore into recorded media, and also correcting the many and varied typos in the game that have been flagged by our gallant community translation teams.

RJ, meanwhile, sits at the foot of a mountain of the community’s ‘small tweak, big impact’ suggestions that we’d like to integrate into the ongoing Build 35 public IWBUMS test before animations drop into the game – with all the cool new gameplay and features they’ll unlock. A lot of the suggestions have been brilliant so far, so if you have another for the list then please post it up in here.

This week’s AMAZING featured image by DramaSetter. 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, and that because people seem to prefer it we’ll probably kill off our IRC soon. Oh and, KPACUBO – someone’s trying to tell you something I think?

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在讨论版中为这款游戏汇报 BUG,并留下反馈


“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)


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.


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
Customer Review system updated Sept. 2016! Learn more
多半好评 (201 篇评测)
特别好评 (12,273 篇评测)



225 篇评测符合上述筛选条件 ( 特别好评)
3.4 hrs
总觉得哪里对不上号 ,后来总算发现了,基础的基础获取太难。木头哪里来?制作如何开始?如何开始求生而不是坐吃山空?整个游戏内仍然缺乏必要的引导。虽然我愿意把它看成2.5D版的COOD(大灾变)但是很多地方仍然问题多多……希望能好好解决这些问题
是否有价值? 欢乐
0.1 hrs
是否有价值? 欢乐
0.1 hrs
是否有价值? 欢乐
47.7 hrs
是否有价值? 欢乐
117.7 hrs


做饭不看住会失火,并且失火的代价是惨重的;一旦不小心踩到营火工具后果也是惨重的……我才不会说我有一次在院子里做饭一下就蒙b了呢= =,之后你跑的越快死得越快,于是最后我成了一堆煤渣囧……基友帮我清理了尸体;从楼上摔下来,会骨折;爬窗户时没清理玻璃会被割伤;割伤了没消毒会感染;大伤口没缝合会失血过多;安眠药吃多了会gg;食物生吃中毒;淋雨会有可能感冒;感冒了会咳嗽;咳嗽会吸引丧尸;被丧尸扑到了会受伤,你就有被咬伤的可能,而在普通默认模式下,你一旦被咬……呵呵我们下个存档见~没错这个世界充满了杀机………………

是否有价值? 欢乐
10.4 hrs
吃我安利,good game 10/10
是否有价值? 欢乐
3.4 hrs
操作非常 不友好,不知道在玩什么
是否有价值? 欢乐
最有价值的评测  在过去的 30 天内
2 人中有 2 人(100%)觉得这篇评测有价值
24.4 小时(记录在案的)
之前 一直有在玩,现在入正,游戏还是很推荐的。
这篇评测是否有价值? 欢乐
2 人中有 2 人(100%)觉得这篇评测有价值
23.0 小时(记录在案的)
不要别的 就想快点出NPC
这篇评测是否有价值? 欢乐
1 人中有 1 人(100%)觉得这篇评测有价值
99.9 小时(记录在案的)
这篇评测是否有价值? 欢乐
最有价值的评测  总体
81 人中有 78 人(96%)觉得这篇评测有价值
有 5 人觉得这篇评测很欢乐
29.6 小时(记录在案的)
游戏是好游戏,非常真实,但是还是没跳出这种沙盒游戏的固有模式,一旦建立基地后有水源和食物就变得无所事事来。希望能跟新NPC,让NPC 发布一些游戏任务比如营救人,或者搜寻人。这样才能增加游戏探险的积极性,地图虽然大 但后期基本生活满足后就缺乏动力去探险。所以希望官方能从这方面考虑一下
这篇评测是否有价值? 欢乐
75 人中有 73 人(97%)觉得这篇评测有价值
有 87 人觉得这篇评测很欢乐
8.0 小时(记录在案的)
这篇评测是否有价值? 欢乐
50 人中有 50 人(100%)觉得这篇评测有价值
有 1 人觉得这篇评测很欢乐
6.8 小时(记录在案的)
这篇评测是否有价值? 欢乐
51 人中有 50 人(98%)觉得这篇评测有价值
有 7 人觉得这篇评测很欢乐
62.4 小时(记录在案的)




这些只不过是这游戏里很少的一部分,更多的等待着大家去体会。若要说这游戏的缺陷,我只能说 这游戏真的是太难了...
这篇评测是否有价值? 欢乐
44 人中有 43 人(98%)觉得这篇评测有价值
有 5 人觉得这篇评测很欢乐
449.3 小时(记录在案的)
1. 这是一个很刺激的游戏,
2. 游戏的价值和乐趣远远超过了游戏的价格
3. 有创意工坊,你可以自定义你的MOD
4. 有汉化,国人不必担心看不明白
5. 联机模式没有任务和对白,一切都围绕着如何生存而进行
6. 你不会觉得无聊,无论是联机还是单机.别忘了,这个世界不止只有你一个人
1. 对于初学者来说,身上不要带太多不必要的东西和过多的武器.初期你需要找到一把伐木斧和锯子.这有助于快速的搭房子保护自己,研究科技.
2. 合适使用Ctrl和树木墙壁,有助于摆脱僵尸的追逐.
3. 不要太贪心,不要恋战,尽量使用近身武器去击杀僵尸,能不杀僵尸就不要去碰
4. 注意听背景音乐,如果有动静,会引来大群僵尸
5. 尽快练满木工,这对你做任何事都有帮助
6. 建议选无职业,因为所有的合成和职业无关,,但是你必须了解,面多过多僵尸的时候你会恐惧,因此使用远程武器的时候,会打偏,你需要选择勇敢这个天赋
这篇评测是否有价值? 欢乐
41 人中有 38 人(93%)觉得这篇评测有价值
有 8 人觉得这篇评测很欢乐
1,119.3 小时(记录在案的)
D版正版都玩了很久 很不错的僵尸题材生存类游戏【画面党走好不送】
1 无论是人物状态的变化 还是物资出现的地点等等设定 都非常细腻而且贴合实际
2 新版本的环境刻画和夜晚时的氛围给满分【虽然只是多了些音效 但是依然满分而且不怕你骄傲】
3 可联机 自从更新版本后 僵尸近身动作延迟几乎为0 这个改动业界良心 妈妈再也不用担心僵尸瞬移过来或者凌空咬我了
4 价格便宜【其实这才是重点。。】且游戏非常对得起这定价
当然了 缺点肯定也是有的:
1 某些设定和BUG很感人 完全悬空的2层 在门框的位置攻击会打不到僵尸等等等等
2 对新手很不友好 非常不友好 由于没有内置地图 很多新手会找不到各种地方 新手教程也是简易的不能再简易而且具有误导性【生吃老鼠也就算了 还是烂的。。换成沙盒和生存 分分钟中毒】很多重要的点都没有提及
3 脑洞很大 填坑略慢 这没办法 毕竟只有5个人写代码 而且有这毛病的游戏我想懂的都知道 几乎所有这种游戏的通病 好消息是BUG反馈以后 修正还是比较及时的
1 很多人说射击设定烂什么的 结果只不过是你被作者啪啪打脸 因为这游戏有个设定叫瞄准 除了近身捅的刀具 其他武器都需要对着僵尸一小会再攻击才会有威力 而且人物状态很多都会影响精准 手受伤 恐惧等等 如果你只是认为武器都是无脑抡就行了 那我可以很负责任的告诉你 你把这游戏想的太简单了
2 善用空格键 这是一个防御用的键位 使用会推开附近的僵尸【最多三个】如果懂得如何瞄准 那这个键是个神技 能在尸群口中救你很多次
3 先简后难 新手建议从无感染的原版沙盒模式玩起 慢慢了解原本的东西 这样加了MOD物品和MOD地图你就能有所区分 为何不推荐生存模式和加一些MOD 因为生存模式默认为僵尸会传染病毒 新手操作不是很好 很容易没了解个大概就变了僵尸 如此反复下去不容易耐下性子玩下去 且大部分MOD都是简化生存条件的 不容易呈现完整的 原本的生存条件 当然了如果你玩服务器 还是要去了解服务器加载的各种MOD的作用的 但是那必须是在你完全熟悉了原版游戏后
4 搜寻顺序:MOD工具>原版工具>建材>书籍>吃喝>枪械子弹 一般有了工具以后 完全可以吃喝无忧

总的来讲 游戏很不错 入坑无悔 喜欢僵尸生存类题材的玩家可以试试
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