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?
使用者評價:
最新:
大多好評 (241 篇評論) - 過去 30 天共 241 篇使用者評價中有 78% 篇好評。
整體:
極度好評 (12,355 篇評論) - 12,355 篇使用者評價中有 91% 篇給予該遊戲好評。
發售日: 2013 年 11 月 8 日

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搶先體驗遊戲

立即搶先體驗並開始遊玩;並且一同協助參與開發。

註:這款搶先體驗遊戲尚未開發完成,且內容可能會有所改變;若目前的遊戲開發進度未使您對該遊戲產生興趣,建議您等待本遊戲開發至下一階段再決定是否購買。了解更多

開發人員的訊息:

為何要使用搶先體驗這種模式?

“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 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 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.”

這個遊戲的搶先體驗時間大概會持續多久?

“See above!”

完整版與搶先體驗版在計畫上有何不同?

“See above!”

目前的搶先體驗版本發展情況如何?

“See above!”

遊戲售價在搶先體驗期間前後會有所變動嗎?

“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.”

在開發遊戲時,您打算如何與社群互動?

“See above!”
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最近更新 檢視全部(132)

08 月 22 日

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.


Insomnia

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!

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08 月 15 日

Pancake House (of death)



 

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

BUILD 35

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.


ANIMS

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.]








MAPPAGE

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.


INSOMNIA

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.

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在討論區回報錯誤並留下對於此遊戲的意見

評價

“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)

關於此遊戲

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: 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. 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 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.

系統需求

Windows
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
Customer reviews
Customer Review system updated! Learn more
最新:
大多好評 (241 篇評論)
整體:
極度好評 (12,355 篇評論)
最近張貼
BIG Cousin
26.6 hrs
搶先體驗的評論
張貼於:07 月 30 日
I am very happy for updating the pz steam server
Helpful? 搞笑
Minatsuki(TW)
24.4 hrs
搶先體驗的評論
張貼於:07 月 2 日
玩起來的感覺就像想像中的一樣
有一定程度的自由度,整體很棒
Helpful? 搞笑
Lordchilljack
15.7 hrs
搶先體驗的評論
張貼於:06 月 30 日
末日殭屍生存類的遊戲永遠不嫌多...這款也是。
雖然是固定俯視斜視角,但是自由度和設定的細緻度還滿值得讚許的。
再次讓人體會到,在殭屍橫行的世界中生存並不像其他遊戲、漫畫、電影小說中來的簡單。

總分: 85/100

特點:
-很貼近現實的遊戲設定
-有建築系統,能滿足創造慾大的玩家

缺點:
-越來越多的殭屍(殺光一區域,第二天又無性生殖出一堆)
-不知道現在角色的真實狀態到底是怎樣(道具都有說+-多少數值但是玩家角色並沒有顯示現在的數值)

畫面:像素風格,固定俯視斜視角

音樂:背景音樂不多,主要是在時間或是氣候變化的時候會有,並沒有甚麼特別。

遊戲性:和所有PVP的殭屍末日生存遊戲一樣,當據點建立物資充足之後,玩家開始不畏懼殭屍,轉而開始和其他玩家廝殺...會不知不覺的想要讓自己的角色撐過一天又一天。
Helpful? 搞笑
Psycho Dad
1.9 hrs
搶先體驗的評論
張貼於:06 月 27 日
I played this game just long enough so I could get a refund. I was not convinced by it, but I can't give you a very detailled review about it. The gameplay felt boring, just clicking around doesn't satisfy me. There surely are some moments of glory, but for me, it's simply not worth playing.
Helpful? 搞笑
龍神の剣を喰え
9.3 hrs
搶先體驗的評論
張貼於:05 月 1 日
这游戏就是一只跑一直跑,因为不管你走到哪都是疆尸,你只跑给它追
Helpful? 搞笑
exjia
527.1 hrs
搶先體驗的評論
張貼於:04 月 19 日
好,遊戲可以玩很久,
可以滿足蒐集慾望,
自由度很高,
而且還持續更新中~
Helpful? 搞笑
孤獨小南
12.2 hrs
搶先體驗的評論
張貼於:04 月 1 日
好貴,我朋友玩不了
Helpful? 搞笑
Epig
29.6 hrs
搶先體驗的評論
張貼於:03 月 29 日
有種畫面增強版的cdda那樣,不過系統比起cdda來說缺少了很多內容,沒有載具,沒有互動NPC,沒有動物,但是作為一款喪尸生存類遊戲來說,我覺得是八九分的,畫面顏色豐富多彩絲毫不必畫質高的同類別遊戲體驗差,而且遊玩的氛圍挺棒的,乍眼一看,以為這樣的遊戲肯定嚇不到我啦,玩的時候才被各種開門咬,各種轉角飛撲嚇到,缺點的就是玩到後期建了基地之後就變成農場物語了,不過我是喜歡各種地方建立基地的。

聯機跟基友一起建立基地生存下去也是極好的,還有坑基友去死,當然任何聯機都缺熊孩子,唯一一款讓我玩起來感覺像是看行尸走肉那樣緊迫感的喪尸生存遊戲,希望能夠在有生之年內看到載具或者互動NPC。

製作組一直在努力更新,也有繁體中文,值得入正。
Helpful? 搞笑
大喵 说谢谢
14.2 hrs
搶先體驗的評論
張貼於:01 月 28 日
没有地图
Helpful? 搞笑
ratachockkwan
42.4 hrs
搶先體驗的評論
張貼於:01 月 27 日
♥♥♥♥ this game i have ammo n load it and press ctri n click ,but did not fired
Helpful? 搞笑
Most Helpful Reviews  In the past 30 days
1 人之中有 1 人(100%)認為這篇評論值得參考
推薦
26.6 記錄時數
搶先體驗的評論
張貼於:07 月 30 日
I am very happy for updating the pz steam server
這篇評論值得參考嗎? 搞笑
Most Helpful Reviews  Overall
82 人之中有 81 人(99%)認為這篇評論值得參考
推薦
67.8 記錄時數
搶先體驗的評論
張貼於:2013 年 12 月 8 日
永遠不要衝動購買一款殭屍遊戲,尤其是官方都跟你說我們有許多Bug尚待解決,這款遊戲Project Zomboid的開發時間之長,更新之慢(還沒上Steam之前大約3個月更新不到一次)非一般玩家可以忍受的,但就算是這樣我還是會向Hardcore殭屍玩家推薦這款遊戲,不過最後的決定權還是在你。

+優點
難度
詳細的細節設定
可作用物件的豐富程度

這款遊戲最有趣的地方就是難度,他的學習曲線讓很多新加入的玩家很快就放棄,但是當你上手後可以得到相當大的成就感,如CCDA一樣,這遊戲是一步錯步步錯,往往一個小型的失誤可以變成一場嚴重的災難(更別提連用烤箱烤個雞肉都可以烤到整棟大樓都燒起來),或是當你打算進入一個建築物時你可以選擇查看有無沒上鎖的門窗,或是直接將門窗擊破,當然後者速度較快但會有更大的風險吸引僵屍的注意,就算是找到窗戶爬入,也有可能會觸發感應器,使鈴聲大作吸引殭屍,技能的選擇也會決定你早期與後期的難易度,為了更好的技能你願意選擇那些負面選項,例如為了要有更高的負重,所以選擇了一個幽閉恐懼症來平衡點數,這一切的小細節都有可能是關鍵時刻的救命繩或是絆腳石。

-缺點
AI
HUD
遊戲崩潰與FPS

這遊戲目前的AI可以說是整個被Wipe out(不是啥打擊出去的節目),除了僵屍的AI都是選擇最近的行進路線,對於障礙物的判斷與合作能力都是零(也許這也更接近真正的殭屍?),Hud方面從開始以來就沒有很大的改動,字體過小介面不友善都是問題,操作起來有點綁手綁腳,就連ESC的暫停中的設定也是半調子的感覺,也許還沒有決定最後的美術取向,遊戲崩潰是最常見的問題,基於Java記憶體解放的問題,讓這個遊戲更常在遇到大批殭屍後就突然性的崩潰,FPS的穩定度也相當差,時常在15-60之前擺動,最大的影響是殭屍數量,更何況殭屍死亡後不向其他遊戲會慢慢消失,他的屍體會一直在那邊直到永遠。

總結
這遊戲玩起來像是Minecraft + Dead Island,可以從開發者的態度感覺到開發團隊有很高的期望與目標,無論是目前的蓋建築物或是種植,或是更早之前的各種特殊設定(斷水、斷電),更多樣化的腳色狀態表現(受傷、寂寞、感冒...etc)都顯示出開發團隊想要讓遊戲有更多的變因來增加困難與可玩度,缺點也是這樣產生,當丟出了一個全新的架構,但是卻沒有好好的完善他,讓玩家產生有一種"如果再完整一點就好了"的感覺充斥整個遊戲,這也是這遊戲最大的問題。

7/10 - 一般玩家
9/10 - 殭屍熱愛者(或是M體質濃厚)
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25.6 記錄時數
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張貼於:2014 年 07 月 26 日
殭屍生存遊戲
末世之中,如何在滿是殭屍的城市內移動
並且收集必須的物資.是這款遊戲好玩的地方

遊戲內有許多不同的數值:飢餓度、飽食度、無聊程度、體力、疲勞值等
如何管理這些數值,達到平均的質量以上,是遊戲內最重要的地方

在遊戲中有時間以及日期的觀念,一開始的城市.由於剛爆發殭屍疫情.因此水電等公用設施都是可以使用的
但是隨著時間的流逝.電廠開始不供電.電力設備就會開始無效.冰箱等器械就會跟著無法使用.當然你所儲存的食物也...
自來水停了,你的水源來就沒了,只能把握下雨天的時候在外面擺水桶來收集雨水
食物呢?當所有城市的一切都停擺.能收集的東西都收集殆盡...如何有一片固定的食物來源,就顯得相對重要

殭屍在遊戲內是相當強力的存在.也許一兩隻還可以應付,但是當今日超過3隻以上的殭屍海淹過來,還是把腿就跑吧
因為體力條的關係,所以打死兩隻殭屍之後你也差不多虛脫了...
不要把這款GAME當成L4D來玩...那只會死很慘...
聲音越大,被引來的殭屍也就越多...
可能你一排彈匣開完.面前的殭屍死光了...後面等待著你的是殭屍群....

本遊戲還在開發階段,更新速率算是偏慢
如果對殭屍末日生存遊戲有興趣,本作應該是可以有一個不錯的體驗

但是本遊戲還有許多可以改進的空間,以及許多莫名其妙的BUG
UI部分也不是很親民
如果對於一款成長中的遊戲有興趣,本作絕對可以買下來遊玩
如果對於踩地雷遊戲感到不喜歡的話,那建議這款GAME還是等他臻至開發結束以後再收下會比較好
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37.5 記錄時數
搶先體驗的評論
張貼於:2014 年 10 月 26 日
  在這充斥著以殭屍生存為基礎而出現的許多遊戲中,這款遊戲是以俯視視角,抑或稱為上帝視角所製作而成。大多數以3D視角及精細的美術、場景的殭屍生存遊戲,相較而言這款遊戲就略顯遜色了。但以整體而言,Project Zomboid與其他殭屍生存遊戲比起來,豐富的遊戲性讓其可於殭屍生存類遊戲中立足,可謂旗鼓相當。

  Project Zomboid這款遊戲的特色,最簡單說起來就是其硬派程度以及講究現實的遊戲觀感。一般上帝視角所帶給玩家的概念就是可以綜觀全場,但是在這款遊戲中有著獨樹一格的設定,玩家除了場景物件清楚的顯示在畫面上之外,殭屍只會顯示在玩家的人物面前,也就是當你的人物沒有回頭察看時,可能有殭屍悄悄的走到你的身後了。

  遊戲中除了有最基本的飽食度、口渴程度以外,還有負重及疲勞的影響,其中也有無聊程度或是不快樂、體溫等因素會實質影響玩家遊戲進行。當負重過重時也會容易帶來疲累,並影響回復的速度。更需要注意的是人物的身體狀態,當人物本身如果受到撕裂或是割傷等外部傷害時,最好盡速的包紮及搭配止痛藥,否則就算是小小的傷害,放著不管也可能導致人物死亡唷!

  天氣,影響玩家生存的一大要件,當你出門在外如果突然遇到下雨的話,我建議你最好盡速早到一處可以避雨的地方,如果身體處於淋濕狀態過久,有很高的可能性會感冒,感冒的狀態下會不時的打噴嚏,而打噴嚏的噪音會吸引到附近的殭屍,可以藉由衛生紙解決這問題,不過最好的辦法還是不要長時間待在雨中為妙。

  基於以上提到的部份是我推薦這遊戲的理由,當然還有許多有趣的內容,還請親自於遊戲中體驗囉!
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29.2 記錄時數
搶先體驗的評論
張貼於:2015 年 07 月 17 日
很棒得遊戲,就是該有殭屍遊戲做得那麼細,而不是一昧的殺戮,非常有潛力的遊戲,未來還希望能有更多的變化、和細節,加油。
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66.8 記錄時數
搶先體驗的評論
張貼於:2015 年 04 月 8 日
好遊戲!~ 等待更多更新~
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10.6 記錄時數
搶先體驗的評論
張貼於:2014 年 06 月 23 日
對新手來說是個難度很高的遊戲但很多地方有待改善
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9.3 記錄時數
搶先體驗的評論
張貼於:05 月 1 日
这游戏就是一只跑一直跑,因为不管你走到哪都是疆尸,你只跑给它追
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15.7 記錄時數
搶先體驗的評論
張貼於:06 月 30 日
末日殭屍生存類的遊戲永遠不嫌多...這款也是。
雖然是固定俯視斜視角,但是自由度和設定的細緻度還滿值得讚許的。
再次讓人體會到,在殭屍橫行的世界中生存並不像其他遊戲、漫畫、電影小說中來的簡單。

總分: 85/100

特點:
-很貼近現實的遊戲設定
-有建築系統,能滿足創造慾大的玩家

缺點:
-越來越多的殭屍(殺光一區域,第二天又無性生殖出一堆)
-不知道現在角色的真實狀態到底是怎樣(道具都有說+-多少數值但是玩家角色並沒有顯示現在的數值)

畫面:像素風格,固定俯視斜視角

音樂:背景音樂不多,主要是在時間或是氣候變化的時候會有,並沒有甚麼特別。

遊戲性:和所有PVP的殭屍末日生存遊戲一樣,當據點建立物資充足之後,玩家開始不畏懼殭屍,轉而開始和其他玩家廝殺...會不知不覺的想要讓自己的角色撐過一天又一天。
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13.0 記錄時數
搶先體驗的評論
張貼於:2014 年 07 月 8 日
不錯玩的生存,至少比DayZ好,可以單人跟多人!!希望認識的人能跟我一起玩!!~~
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