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?
Análisis de usuarios: Muy positivos (7,868 análisis)
Fecha de lanzamiento: 8 de nov. 2013

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Juego con acceso anticipado

Obtén acceso inmediato e involúcrate con este juego mientras se desarrolla.

Nota: Este juego con acceso anticipado no está terminado y puede o no cambiar más adelante. Si no te entusiasma jugarlo en su estado actual, entonces deberías esperar a ver si el juego avanza más en su desarrollo. Más información

Lo que dicen los desarrolladores:

¿Por qué acceso anticipado?

“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.

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. 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.

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. 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.”

¿Cuánto tiempo va a estar este juego en acceso anticipado aproximadamente?

“See above!”

¿Cuán diferente será la versión completa de la versión de acceso anticipado?

“See above!”

¿Cuál es el estado actual de la versión de acceso anticipado?

“See above!”

¿Variará el precio del juego durante el periodo previo y posterior al acceso anticipado?

“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.”

¿Cómo tienes planeado involucrar a la comunidad en tu proceso de desarrollo?

“See above!”
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Comprar Project Zomboid

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

 

Recomendado por mentores

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

Actualizaciones recientes Ver todos (58)

30 de marzo

What's in the box?



Welcome to a Mondoid precipitated by an exciting community event. On Wednesday a nice survivor called Nynuc dropped by with an offer. Post an update about NPCs, they asked, and then we would all see what was inside… the mystery box!

Well, it was pretty clear what had to happen next. Stick with us, though, to not only find out what was in the Mystery Box, but also to read some cool Build 32 Molotov-related content and more! [Please also note the Mystery Box ruse, once used, can never be repeated].
 

NPC PROGRESS UPDATE!
“Now first of all: Mondoid news on NPCs does *not* mean they are imminent or soon. However! Here is a picture of the behaviour debugger doing its thing: poking into the brains of AI NPC brains.”


 
“At this point in time most of the NPC survival behaviours are in. AI survivors can loot for food, barricade, will stockpile water, hang sheets as curtains, change dirty bandages, sew deep wounds, and all the stuff to keep them alive. I’m currently coding in specific looting targets based on items the characters want, say going specifically to Cortman Medical for medical gear.”

“Their combat skillz ain’t too great, but since there is a big combat rewrite incoming with the new animations there is zero point in working on zombie (or npc -> npc/player) combat as it’ll all need rewriting once that goes in – and that will be released before NPCs, almost certainly. So at the moment I’m focusing on group interactions. Group interactions use an entirely different system built based on inspiration from Crusader Kings 2, and use xml driven event chains to describe story beats in kind of mini-plots that will be stitched together.”

“Currently I’m writing an event chain for when a group walks toward an NPC safehouse. What happens if a patrolling guard spots you? What happens if a guard at a window sees you? What happens if you get spotted while trying to jimmy a window on the safehouse? What happens if you’re spotted inside the safehouse?”

“Each of these events will lead to their own consequences, which are branching events based on the personalities of the people both in the safehouse, and the people approaching the safehouse. From a stand-off with shotguns to begging for help to deal with raiders – there will be all manner of outcomes based on numerous factors. The whole idea is to build whole metric ton of different branching possibilities for single events, so that they can play out in dramatically different ways. We’re going to have all these little ‘storylets ‘ that branch in numerous ways, and when pieced together we hope they’ll make for a Walking Dead story-like experience that’s different each time.”

[Caveat: without actual game wide plot arcs, as considered and discussed and written by a team of writers, our results are unlikely to be as narratively sound and tight as a TV show story or purposefully written main quest game story. However, we hope for enough variation that it feels like a unique story each time.]

“For more details on how behaviour trees work, look here. NOW WHAT’S IN THE BOX?”

RADIO AND TV BROADCASTS UPDATE!
TurboTuTone has the system in-game, with multiple broadcasts playing alongside each other to simulate the last days of civilization before everything slowly goes dead. There’s still a fair amount of writing to do after the decision to create more narrative content timeslots per day, but we’re really motoring with this one now. Turbo has also made it possible for WordZed to suck dialogue, speakers and general info straight out of a global excel file, so modding should prove relatively easy.


 
THE MOLOTOV RETURNS!
A primary part of Build 32’s crafting update will be some rudimentary offensive and defensive devices that can be thrown, or maybe have timers/sensors attached to them if your character has the relevant skills. Romain is still beavering away at the code, but was kind enough to create the following video demonstration!

(NOTE: This is all very WIP, there's still no SFX and visuals need polish. The system is also currently using the ‘old’ PZ throw code. As such it looks a little bit odd at the moment with the new 3D characters. Please note that we'll be moving to more realistic physics once vehicles go into the game, and we will have more realistic throwing physics from that point too. Also, clearly this raises new issues when it comes to fire spread – so in MP we’ll add disable spread/spawn/crafting options into server options, while also perhaps playing around with just how flammable different tiles are. Concrete isn’t famous for its combustion properties, after all. Oh, and the Molotov probably shouldn't bounce either.)
 
https://www.youtube.com/watch?v=0xUT1QtQcDY

More fun and games with Build 32 development next week!

It turned out there was an axe in the Mystery Box by the way, which was a relief as we’d been looking for one for DAYS.
 
[center]If you’d like delicately phrased Zomboid-shaped fun packages like this delivered to your inbox every Monday, why not subscribe to our newsletter?[/center]

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23 de marzo

Build 31: Out now


 
It’s always a bit of a weird one when we release a new build publicly of a Monday. It’s a Dulldoid for our wonderful IWBUMS-ers who’ve been there, done that, reported the bug and ripped their t-shirt into bandages.

But then again, it’s a resounding Fundoid for those who don’t partake in our public beta – and those who boot up Steam to see an exciting progress bar next to the words Project Zomboid. Just imagine that joy for a second…

Which is all as much to say, that on this day Build 31 came out to play.

You’ll be able to find the full changelist here!

News on Build 32 will be fermenting throughout the week, and will no doubt be mulled over next Monday. Meanwhile we’ve had really good progress on NPCs this week (but will hold back details so we don’t re-engage the hype machine when there could still be bumps in the road), meanwhile Turbo has been given a first test radio station script for integration while Will is filling out all his existing spreadsheets to fill the now wider daily schedules. The foundations of the Louisville map, meanwhile, continue to spill out of RingoD and Binky’s paws in preparation for Mash’s building deployment.

It’s all go basically. Fun times are ahead. And welcome aboard if you bought the game over our Steam Sale weekend! Good to have you with us. Try the bleach!
 

Today’s featured image from Overstalker! If you like your Mondoids and you like emails clogging up your personal inbox, why not enquire within and receive our newsletter every week, or on every build release?

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Ver todas las discusiones

Informa de errores y deja opiniones sobre este juego en los foros de discusión.

Críticas

“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)

Acerca de este juego

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.
  • Game pad support
  • 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.
  • 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

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.

Requisitos del sistema

Windows
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 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
Análisis útiles de usuarios
A 27 de 28 personas (96%) les ha sido útil este análisis
1 persona ha encontrado divertido este análisis
61.7 h registradas
Publicado: 12 de marzo
Análisis de acceso anticipado
Muy recomendado 9/10

Partiendo de que soy un jugador bastante habitual en este tipo de juegos de supervivencia, tengo que reconocer que este juego me ha cerrado la boca pero para bien.
he jugado a Rust, h1z1, 7DTD, Nether, The forest, beasts of prey y el mod de arma 2 epoch, sin desprestigiar a ninguno de los citados en este caso quiero constatar que solo me ha bastado unas cuantas horas para darme cuenta de que estamos ante posiblemente uno de los mejores survival de la historia de los videojuegos, si y ese es PZ. No tiene NADA que envidiar en cuestiones de contenido, realismo y jugabilidad a los citados anteriormente. Es cierto que su aspecto gráfico es un tanto peculiar y alternativo, pero eso sencillamente lo hace mas único y para un publico mas "maduro", y eso quieras o no aparta a otros jugadores que solo buscan pegar tiros o fastidiar por fastidiar a la gente.

si resalto todas las cosas buenas que tiene creo que me tiraría horas escribiendo por lo tanto citare brevemente las que por el momento me han sorprendido mas.

//IA
1) Hordas gigantescas, comportamiento zombie muy logrado, algunos corren otros caminan, pueden romper ventanas y treparlas y asediar tu refugio si te detectan, si eres poco cauto da igual cuanta munición tengas, "moriras". responden muy bien al sonido y al olor, disparar en este juego especialmente en ciudad, es sinónimo de suicidio, los zombies pueden agarrarte. En resumen sientes que en PZ los zombies "si" son un peligro real y no puro bulto.

//Sistema de daño y salud

1)Ansiedad: toma calmantes o cigarros, es una forma fácil de remediarlo.

2)Sangrado: La tonalidad del color rojo del icono nos indica a que velocidad perdemos sangre. Unas vendas detendrán la hemorragia, puedes esterilizar las vendas y limpiar las que fabriques para disminuir las infecciones posteriores, de lo contrario tendrás que cambiar los vendajes sucios constantemente o si es un corte profundo suturar la herida con hilo.

3)Aburrimiento: Leer libros, revistas o periódicos nos divertirá.

4)Resfriado: si caminamos mucho tiempo bajo la lluvia nuestro personaje se mojará y podría resfriarse. Con una toalla o trapo de cocina puedes secarte, de lo contrario comenzará a estornudar y los zombies te oirán.

5)Borrachera: precisión reducida, dormir ayuda a solucionar el problema.

6)Agotamiento: si corremos durante demasiado tiempo o ejercemos tareas físicas sin parar, nuestra fuerza y velocidad se verán reducidas. Descansa siempre que puedas

7)Sobrecarga: si sobrepasamos nuestro límite de carga nuestro personaje se cansará más rápido y por lo tanto nuestra capacidad de movimiento se vera afectada. En el peor de los casos puede ocasionarnos lesiones.

8)Calor: Esto suele aparecer en verano, quitarse una prenda ayuda a solucionar el problema, de lo contrario aumentará nuestra sed

9)Frío: si te aparece esto es por que vas flojo de ropa lo ideal para esto es equiparte un jersey o hacer una hoguera.

10)Hambre: si estamos mal alimentados o comemos poco seremos muy débiles y podremos cargar con menos peso al igual que si estamos bien alimentado ganaremos puntos de carga y fuerza a la hora de luchar.

11)Lesiones:
Arañazo: al romper una ventana o si es producido por un zomboide, hay un 25% de probabilidad de quedar infectado.
Sangrado: cuando eres atacado o lesionado.
Mordisco: Tiene una probabilidad del 96% de infectarnos, si te pasa esto entraras rápido en fase terminal. algunos medicamentos ayudaran a retrasar la infección pero nunca te curará
Quemadura:

12)Dolor: heridos o lesionados aparecerá este efecto, aveces esto puede avisarnos de que estamos infectados Reduce el movimiento y la puntería en un estado avanzado, hay ciertos medicamentos que ayudaran a paliar el dolor

13)Pánico:Ésto afecta a nuestra precisión. Dormir, tomar tranquilizantes, antidepresivos y Whisky eliminan éste estado.

14)Enfermedad: esto puede aparecer al comer cosas en mal estado o puede ser un aviso de que contraemos el virus zombie

15)Sed: afectara a nuestra capacidad de carga, no atender este problema es = muerte

16)Sueño: nuestra capacidad de atención se vera reducida.

17)Infelicidad: aparece si estamos muy aburridos.

//Sistema de loot

posiblemente uno de los mas completos y aleatorios que he visto hasta el momento

//Estilo RPG

puedes subir distintos rasgos de habilidad a medida que avanzas en tu día a día y aprender profesiones

//Crafting

una enooorme lista de crafteos de todo tipo y en continuo aumento, no he visto un juego que se le acerque en este sentido

//Caza, pesca y agricultura.

puedes pescar con una caña de pescar ya sea creada por ti o saqueada en otro lugar, también cazar animales salvajes con trampas. Puedes cultivar con semillas tu propio huerto.

//building

tiene un sistema de construcción muy completo podremos hacer nuestra propia fortaleza o reforzar una casa para vivir en ella con empalizadas y demás.

En resumidas cuentas muy recomendable este juego, sobre todo para aquellos que busquen una autentica y profunda experiencia de supervivencia, podría citar muchos mas detalles o cosas buenas que tiene PZ pero no terminaría de escribir nunca, por eso os animo a darle una oportunidad y no esperen 1 año como yo hice para comprarlo, saludos!
¿Te ha sido útil este análisis? No Divertido
A 4 de 6 personas (67%) les ha sido útil este análisis
1 persona ha encontrado divertido este análisis
5.0 h registradas
Publicado: 9 de marzo
Análisis de acceso anticipado
Solo he jugado 4 horas y ya puedo decir que es totalmente recomendable si te gustan los juegos de supervivencia zombie serios y completos. Puede que el aspecto gráfico no te atraiga mucho al principio pero el contenido jugable es enorme y profundo. Consigue mas información sobre él, pruébalo y no te arrepentirás.

A fecha de marzo de 2015 aún está en acceso anticipado y no he encontrado ningún bug y la jugabilidad es completa.

https://www.youtube.com/watch?v=JKLPbcY4QiE
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A 1 de 2 personas (50%) les ha sido útil este análisis
1 persona ha encontrado divertido este análisis
2.8 h registradas
Publicado: 26 de marzo
Análisis de acceso anticipado
Thanks to this game I have learned to appreciate every game i have. To enjoy every moment in them. Because thanks tho this game, I know how ♥♥♥♥ a videogame can become...
¿Te ha sido útil este análisis? No Divertido
A 128 de 130 personas (98%) les ha sido útil este análisis
4 personas han encontrado divertido este análisis
52.8 h registradas
Publicado: 10 de marzo
Análisis de acceso anticipado
Me and a buddy start a multi game on someones server. We join in and run around tol we find eachother. I dont know what he had to go through but I had a halfway ruined Rolling Pin, almost no food, hungry as all get out, thirsty from the lack of toilet water to drink, bewildered and scared out of my mind. I finally met up with him in a church and we took stock. Bandages from torn clothes, a few cans of dogfood and no can opener. I was bleeding from a nasty cut on my shoulder. He had various cuts on his hand and leg. We were jacked up, hungry, dry, bloody and completely lost. We only found eachother because of a house alarm that I had set off.

This is the apocalypse game you want to get into. Its like an over head Day-Z that hasnt been utterly ruined by scripters, hackers and basic jerks. Build a house, fish, plant stuff in a garden, kill players and take their stuff, catch rodents and eat them for sustenance just to try and hold out for that elusive jar of peanut butter thats "just inside that house". There is so much to do. Figuring out how to do stuff is logical sometimes and very absurd others. It is a game though and for the most part I can always see why they either did or didnt do something.

Setting up your own server can give some cool options as well. Make your zombies like classic Romero Zeds. Shambling, numerous, and hungry for your face! Make your Zeds like the ones from 28 Days. Screaming, fast, strong, and lethal. Make em super! Increase the life, the speed and the lethality until youve created a special kind of hell. You can even choose WHEN the characters join the apolcalypse. Either the day of or a few months / years in when all the resources are dry.

I guess in the end, the game could get boring. The idea of game play is all on you. Were you the type of kid that played with Lego's all day long? Ended up with a castle only to tear it down and rebuild it again? This game is kind of like that. You create your own fun. Give it a try.
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Attempt 1.

I spawned in an office inside a construction site where I Found a pencil and a piece of paper. I Went outside and got attacked by zombies. I managed to kill a few with my pencil but got quite scratched up. I hopped the fence and got attacked again, My Pencil broke in a zombie skull and I got bitten on the arm. I managed to get away but was moving slowly due to my injuries. I found a house, ripped up a shirt and bandaged up my wounds. I went to the bathroom to look for some pain killers but found a zombie and got hurt again. I stumbled from the house and got attacked again, I headed towards some trees to try to lose the pursuing zombies but died just as I made it to cover.
Time survived 6 hours. 4 zombies killed.

Attempt 2.

I spawned in a trailer park where I found a school bag which I filled with a selection of food from the fridge and a bottle of water. I went trailer to trailer gathering more food until I found a baseball bat. I left heading north and found a house to stay the night. The house across the street looked like a good place for a base with a high fence around 3 sides. I went through neighbouring houses, sheds and garages for supply’s during the days and read some beginners books for carpentry and cooking by night. Zombies kept wandering into my garden over night and I had to clear a few out each day with my trusty baseball bat. I found a warehouse while exploring and found a hammer, nails, saw and axe. After a day of chopping trees and sawing logs I closed off the entrance to my garden to a narrow opening and that seemed to keep the zombies out. I got good at killing zombies with my new axe while on supply runs, Things were going well. I got over confident and managed to scratch myself on a broken window. I bandaged it but after a two days of replacing bandages I had an infection. I pushed forward my plans to raid a medical centre I had seen a long way south. I travelled the train tracks and entered the medical centre. The alarm went off as I made my way through but I carried on stocking up on supplies even as I heard zombies entering the building from the front. I planned to hop out the back window when I was done but they came through there too, trapping me. I battled my way out of the building but was scratched and bitten and in a bad way. I headed to a nearby house I knew I was going to die. So I stashed my bags of gear in a cupboard and went outside to die.
Time survived 8 days and 14 hours. 147 zombies killed.

Attempt 3.

I don’t know where I am but I've got a rolling pin and I’m gonna find my house and then go and get my stuff back!


I would definitely recommend this game. I’m only interested in playing single player mode so I feel it really needs the planned NCP characters to add more interest to the game. Also looking forward to the addition of vehicles. The new animations in the weekly blog look like they will improve the look too.
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The only true zombie survival game out there probably. Seriously, this game is worth the 15 dollars, especially if you have a friend. It may be early access, and the devs might be a bit slow at releasing FULL new builds, but you can play the new builds in play testing pretty much every month. There is alot of polish on this game, which is probably why it takes so long to come out with new builds. This game is a SIMULATOR pretty much. Not a joke, you gotta eat, sleep, watch your wounds, not panic, not get tired....it's a tense experience all around. If you get bit, you might as well drink bleach or chug sleeping pills and wait for it to end, or go out in a blaze of glory. You can do whatever you want in this game, build a base at a motel, live in the forest by farming and collecting rain water, or just be a nomad. Just be prepared for when winter rolls around...... ANYWAY! This game gets a solid 9/10, completely reccommend. Only reason it isn't 10/10 is because, while it has enough content to justify even a 25 dollar price tag, it IS in early access. That comes with the full early access package of: Bugs, glitches, unfinished content, etc. But like i said before, these devs are trustworthy. And EVEN IF THEY DID run away with the money, it's still a game worth checking out considering it is comlpete enough to justify the price tag.
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A 28 de 29 personas (97%) les ha sido útil este análisis
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Publicado: 1 de marzo
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The most realistic zombie apoclypse survival game out there!
I just wonder how is it gonna be when NPC's and vehicles released!
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Publicado: 18 de marzo
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Tried to survive the apocalypse with friends. Promptly remembered I have no friends.

Every night I cry into a duffelbag full of nails and empty mayonnaise jars. I tried to keep a zombie in the bathroom so I could have a friend but he broke through the window and left me.

devastated/10
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A 28 de 34 personas (82%) les ha sido útil este análisis
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Publicado: 12 de marzo
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Great game, one of my favourite. There are many early access games that are unfinished and unstable, but this one , being in early access, is really good. It's still getting more stuff.
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Publicado: 13 de marzo
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This game will not blow your mind with it's graphics or it's awesome multiplayer, that's for sure.

HOWEVER...

When it comes to survival, Project Zomboid is the BEST you can get. In no other game is survival so meticulous and so well thought out. You've seen hunger and thirst meters before you say? Sleep depravation is nothing new? Sickness? Exposure? Well, you've never seen it done RIGHT until you play Project Zomboid.

PZ lets you try to survive in a Zombie Apocalypse and is even so kind as to let you choose the rules for your game. How do you get infected? Do zombies run, shamble or walk? How much do they see or smell? How long will you have power and water? How common is loot? And many other quirks that allow you to play how YOU want to play.

The map is HUGE and since the game is so mod friendly, you'll never have to worry about growing tired of it. While now there aren't many other maps out there, there are a few and there will be more.

Crafting, professions, day and night, seasons, building... all there to help you survive.

Vehicles and NPCs... on the works. Soonish.

This is the story of how you bought the best Zombie game ever made.
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Publicado: 14 de marzo
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This game is amazing, your probably looking at this store page thinking "hmm this is a game I can spend 5mins on and then abandon for day z" WELL YOUR WRONG, this game does not have the graphics of day z, or the awesome gameplay of other games BUT it has an amazing community and dedicated DEVS. In its current state it is playable and it is enjoyable it is in such an early stage, new features are being added all the time and every monday the DEVS release a "mondoid" where they tell everyone whats happening with the game, meaning you are never left in the dark. Having problems? start a disscusion in the community and I GUARENTEE they will help you (unless you need help with that really weird thing, what do you call it? life? reality? something like that xD).

so this is a amazing game AND a bargain.
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Publicado: 22 de marzo
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THESE ARE THE END TIMES.

THERE WAS NO HOPE OF SURVIVAL.

THIS IS HOW YOU DIED.

These are the first words you see before you're thrust into the world of Project Zomboid, so it would only be fair to tell you the story of how I died. I suppose I'm dying as I tell you this? If so, shut up and read. It'd be rude not to.

I woke one morning, in the bathroom, and drank from the shower. Not really sure why, I just felt compelled to. I considered slurping some toilet water, but decided against it and left my bathroom. Not sure why I slept in there, either, but I was still alive. So f**k it, doesn't matter.

I looked around my kitchen and decided I could no longer stay. Supplies were limited, and my dwindling resources would only get worse. So, after a quick raid of the cabinets, I was on my way. Armed with only pickles and beef jerky, I crept through the wooded plains of Kansas. Oh yeah, it was in Kansas.

I'm going to f**king die in Kansas.

Hooray.

Every so often I would see herds of zombies (zomboids?) shuffling through the woods or on the city streets, and while one or two would attempt to give chase, they were slow shuffling meatbags that I quickly outpaced. I assume they got bored or just ran into trees, but when I arrived at the Country Market convienience store, I stopped to check the path I had taken. No zombies had followed.

F**k it. Time to raid the store.

There was nothing in the store except a jar of mayonnaise. It was half eaten.

As I stared in confusion at the jar, I heard a voice from outside. "Hey!" it called, "Over here!" it continued. I looked, surprised to see another human. Hey, the text said this was how -I- died, didn't expect I'd have to share my dying spotlight with some other jerk. He climbed through the broken window of the store and cut his hand open on the glass.

I laughed at him, and then shouted in surprise as he'd led a zombie directly into the store, shambling through the window after him. We both fled out of a window opposite the entrance it arrived, where I proceeded to cut my hand on escape. Why did karma always screw me? When we had cleared the zombies, we exchanged. . . something akin to pleasantries. He was a lumberjack, though his name isn't important. This is my story, screw you.

We decided to stick together, to find tweezers. You wouldn't believe how difficult it was to find tweezers. Instead of tweezers, sick of that word yet?, we found a third person to join our parade of misfortune; Billy Mays. At least, he kept saying "BILLY MAYS HERE! WITH..." before any actual sentence.

Good to know the zombie apocalypse happened circa 2008.

A short time later, he'd found a home to call our safehouse. It was secluded, mostly free of zombies, and all the windows were boarded; meaning the dead couldn't see in. We'd found our new home. Alas, tragedy struck mere minutes after we settled in.

Dexter the Lumberjack wasn't happy. He demanded to know why I would put my food in my bedside cabinet instead of in the fridge. "It spoils that way!" he said, "All this is rotten now!"

I munched on a stick of butter while glaring daggers into him. And then I ate a second. He wouldn't stop mouthing off, so while shirtless (oh yeah, Billy Mays had taken his shirt off at some point and was rushing around the town showing off his self-described 'beautiful chest hair') Billy Mays was out. . . I attacked Dexter.

Being a lumberjack he was pretty fit, but my sneak attack gave me the upper hand, helping me win the duel in the end. I stood over his dead body, satisfied, as I looted his corpse.

I mean this literally. I looted his corpse. I put his body in our fridge, on the top shelf. I didn't want it to rot. He laid right next to my jar of pickles, when I noticed a rotting, dead mouse in his shirt pocket.

Waste not, want not, right?

I flipped the oven on and tossed the rotting carcass in. Shirtless Billy Mays returned around this time, and I asked him to get a Leek from the fridge to help with the meal. For some reason he screamed and called me "disgusting" as he stormed out of the house. He left the fridge door open.

Seriously, what'd I do?

The smell of the cooked rat meat was delicious, I can't describe anything like it. By the time I pulled the baking tray out of the oven, I was salivating at the taste. Without hesitation, I bit into the charred fur. And then I took another bite. I ate it all in one sitting; organs, spine, fur and all, though I feel this angered a passerby who happened to barge in, shouting obscenities at me. His name was. . . eh. . . I don't know. I think he was Dexter's brother.

We broke out in a fight, where neither of us would give in. This was my land, he'd have to earn it.

We both died.

Choking and sputtering as I bled out, I wasn't sure if I was laying in my blood or his. Shirtless Billy Mays must have heard the cries of battle, as he returned one final time to ease me in to the next life.

"You guys are both f**king idiots."
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Publicado: 22 de marzo
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Spent a week looting and pimping my pad.
Forgot to turn the stove off and burned it down
: (
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Publicado: 22 de marzo
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This game is brutal.

I returned after a long period of not playing and am very satisfied with the changes that are currently in the beta build. The addition of more occupations for your character + perks/debuffs make for some very interesting character builds.

With almost no hand holding, you're plonked into a random house in the middle of a map that you'll have no idea how to navigate. With nothing but the clothes on your back and food in your fridge "plus anything else you're lucky to find" You set off on your adventure! Looting shops, houses, warehouses, farms, petrol stations all in the hopes you'll find a little more loot to help you survive that extra day.

All the while you're battling the hordes of the undead. The sandbox mod allows you to tweak the nasty biters any way you like. Want old school zombies? Sure! Want to try and survive in a scenario like 28 days later? Go for it! "although not recommended" You'll fight with whatever you can find. Kitchen knives, bats, axes, planks of wood. There are also firearms, but remember! the zombies react to sounds and a gunshot will likely make all your problems worse. Hordes of zombies migrate at random events that happen in game so don't ever think that large group won't think twice about seeing what tasty morsel hides in your home when a chopper goes overhead.

Along with the copious amounts of brains you'll be ejecting from skulls you will also have to contend with the isolation that is the zombie apocalypse. You'll be holed up in a house for days on end, fortifying, all whilst your character becomes bored, lonely and depressed at the thought they're the only one left.

If I could give a few tips to anyone new playing, It'd be invest in the future. Read the books and learn how to farm, fish and build. The power shuts off and any fresh food will go mouldy. The water will go and you will have to find other ways to sustain your thirst. So spend time learning how you're going to extend your life without the comforts we all take for granted.

Good luck! You're going to need it.
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Publicado: 18 de marzo
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Project Zomboid is an intersting production. You become a lone survivour, in zombie-dominated world. Your duty? Stay alive as long as you can. Sounds simple, but in-game you will see it is not. At the beggining you have to create yourself a survivour. Game offers a few customisation options, such as name, hair, and skin colour - not much, but game is still in early acces. Then you pick a profession, with a few aviable at the moment. Each of them have bonus or two, like fireman has bonus to axe usage, policeman better shooting ect. Then you can get some more traits, but each of them comes with a value, with starting value of 0. So you need to pick some bad traits as unlucky or fat, to get some good ones.
When you finally end up on the map, you will find yourself in some building, picked randomly from all around the map (there are 2 maps to choose at the moment). Its a good idea to avoid fighting, as even the smalles scratch can be deadly. The best idea to start? Find yourself a house. It will be your safe place. When you find one big enough, secure it - put sheets in the windows, make sure there are no zombies inside, and then... then you can live there. Then you will need to look for food in other houses - non persistant such as chips and canned soups are a great find, while persistant ones are good at the beggining - because electricity will be turned off after some time. With electricyty you lose fridge, so your pesistant food can be gone anytime. Same with water - water bottles are great thing to store, because water can be turned off anytime. Then - survive. You can't win - even the loading screen shows: This is how you died.
While starting a game you can change a lot of things - from amount and strength of zombies to frequency of finding food and weapons. Which means - you can have difficulity as you want - from walk in the park to necessity to fight for barest scrap of progress.
As for me, even though it's an early acces game, Project Zomboid can give a lot of entertainment. Finding a first gun, figuring out how to drink and so on can be really satisfying. Although price can seem to be a bit high, its a solid piece of work.
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A 10 de 13 personas (77%) les ha sido útil este análisis
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Publicado: 9 de marzo
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Best zombie simulator in the store. Trust me, I have played tons of zombie games and this one gets it, and still in early acces with plenty of work being done in a regular basis.

Everything is working, perfomance is impressive, gameplay is unique and pretty deep, mods, awesome in multiplayer...

Go grab it, you won't regret it.

10/10
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28.6 h registradas
Publicado: 5 de marzo
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I tried to kill a zombie with a spoon. It wasn't a good idea but I laughed.
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This is literally the perfect zombie game for me! All I ever wish to do is scavenge and stockpile goodies once the world comes to an end. Throw in base building and its a dream come true! I'm totally hooked on this game, I keep thinking about what I can do next to try and stave off the always lurking zombies!
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This game is brutal, get bit' n YOU'RE DEAD goodbye everything, or, you could swab disinfectant like a mofo n pray to god...
The games got it all.. build grow and chop your way to a (short) victory :D

!!!!

For '14 days' I built a massive log wall, it helped with the depression.. :D I was almost finished and the thought of the new soon to be cat walk and home grown vegies kept up my hopes... I was at the last few posts when i heard the zombie. I checked my axe... it was almost blunt, i turn around... and the ♥♥♥♥♥... bites... my #$^%#^ hand... O.O

Also has mutliplayer and 'normal' modes +

Well worth it :)
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Publicado: 22 de marzo
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Great game for those looking for a more hardcore zombie survival experience.
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