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?
褒貶不一 (204 篇評論) - 過去 30 天共 204 篇使用者評論中有 68% 篇好評。
極度好評 (12,409 篇評論) - 12,409 篇使用者評論中有 90% 篇給予該遊戲好評。
發行日期: 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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10 月 17 日

Court Short


Hey survivor people. A quick note before we start things off:

We’re aware the wait for the new animation system is frustrating, and it’s also frustrating for us to feel like we’re inches away from kicking them out of the door – only for unforeseen tasks to stretch out beneath our feet and further elongate your already elongated wait.

We don’t want it to sound like an excuse (as we clearly feel that you should have been slapping police zombies with spiked rifles long before now – and as a side-product seen where the new system will take us with our other 1.0 features) but we when we think about it every ‘big’ change in PZ has felt a bit like this. The initial release of the 0.1.5d demo, the long ‘Winter of No-Content’ before the 0.2.0 build and indeed the advent of MP. They have always been necessary and impactful, but they’ve also always strained patience and resulted in ‘trust us, we’re on it’ style blogs like this one.

These days matters are cushioned (to an extent) by us having a wider team: ace and plentiful community request work from RJ can go into Build 35, General Arcade can deliver a steady stream of VOIP builds as we approach its integration, Mash can industriously fill in new areas of the map. The final descent of the anims may feel frustrating, but at least it’s evident that other cogs in the machine continue to whirr.

The peril of devs working in an open window though, and reporting on hopes, problems and progress on the game features we feel will be in our upcoming builds is more than apparent here – likewise the pressure of reporting dev stuff to you on a weekly basis when there are hype trains, roadblocks and necessary diversions to contend with on the journey. We’re far from perfect in this respect, but we hope you appreciate this mentality rather than some of the alternatives. You don’t have to look far online to see what other approaches (or a blanket silence) can bring.

As such, we do apologise for the anims/combat/clothing/backpacks wait and dearly wish it were not so – but we know that ultimately it’s good for Zomboid, good for all the big-name features that people want to play with and ultimately good for players. It’s just a pain in the bum for everyone and their dog in the mean-time.

So, with all this in mind… on to Mondoid!


We’re in the guts of combat at the moment – tying in a bunch of mechanics that had to be disconnected from the previous set-up and transferring them across to the new animation system.

The new animation approach essentially replaces the state machine that the game has used since the very first version of PZ for a whole bunch of character actions. There are two separate systems, one of which has fresh animation states that blend into each other in the upcoming, newfangled, modern and more powerful way.

However, there’s also a whole bunch of code still relying on code that says stuff like: ‘Check if the player is in the last frame of this 2D animation! Switch to this new state! Add some XP defined by what this crazy survivor is up to!’. Sure, as you’ve seen in our videos, the combat’s working – but beneath that there’s XP, damage from stats, world collision, MP, etc etc.

All this needs transplanting into our new events within our new state system. There’s a lot to get through, and it’s of a volume that’s greater than anticipated. But, with that said, we’re chugging our way through the pile.


Ooh, look at this intriguing new location…

(Note: this is part of an area that’s not based directly on the real world map that we’re adding.)


RJ is going to return to more universal gameplay areas for both SP and MP areas of the game next, but for now it seemed relevant and sensible to expand the new multiplayer server admin powers in Build 35 to people hosting smaller co-op servers too. To this end he’s just released Build 35.19, which IWBUMS public beta testers can gain access to here. If you’re a regular co-op host then we 
really, really 
could do with your feedback and bug reports.

In terms of VOIP: internal balance and tests continue. We’re currently widening the testing pool to include hosts and moderators from our various online communities to get extra feedback, after which IWBUMS will come a-calling.

This week’s amaze-o hideout from Mescalin. 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 hereOur Discord is now open for chat and hijinks too. If you want to see a general overview of the content of PZ builds past, in testing and upcoming then we also have an updated PZ status page these days.

68 則回應 繼續閱讀

10 月 10 日

Trucking On

It’s a bit of a quiet Mondoid this week, as we continue ironing out the remaining bugs in the new animation system. As such, there’ll be no animation video this week, but we know the wait’ll be worth it. We’re fully aware this is taking its time and some people are frustrated at the wait, but we’d rather take a bit of flack, than release something that will disappoint. Often short 30 second videos give the impression that everything is ready to release so we understand the frustrations, but there really are still too many game-breaking issues that would leave many more people much more frustrated, but we’re getting through them all. We know we can take our time, but when we do deliver we’ll deliver what we’ve promised.

Build Status
Romain continues hammering away on IWBUMS build 35.18, adding the ability to access and modify the server’s database directly, simplifying server management, and hopefully limiting the need for mods to have direct access to the server’s file system.

He’s also attempted to slay the multi-headed hydra of save scumming, this time by implementing transaction IDs for player actions, commonly used for financial transactions in the real world, so no more copying saves between computers whilst on multiplayer (sorry!) or reloading a backup. This will hopefully solve a lot of problems with cheating that still exist in the game, though it's too early to tell if there’ll be any complications that will arise.

Additionally, General Arcade continues putting out new, more stable VOIP builds. Internal testing continues, we’re trying to make sure it won’t crash servers or corrupt saves, not to mention introduce lag. We’re also trying to get the default VOIP settings just right, a Goldilocks task if ever there was one.

Turbo has released the first version of WordZed to the modding and translation community! You can find a link here along with a tutorial video  – this will both allow for modded radio and TV data to be added to the game, allowing modders to build in their own lore into the world. In addition to this, Turbo has updated all the language translation files to allow for us to get all the community translations of the radio and TV content into the games. Thanks again to our dedicated translator communities, bringing the news along with Spiffo cartoons to our non-English speaking players! After this, Turbo is going to explore how to integrate the in-game radio system with the VOIP, allowing players to transmit their voices across Muldraugh’s virtual airwaves.

Cool Mods
Over on the workshop, someone’s managed to add a lightsaber into the game, for all your zombie-chopping needs.

Nolan appears to have suffered a cloning disaster, perfect for your latest plan to Take Over The World!

Be sure to check out South Wuxburg, USA, as well!

And, Finally
The Small, but Important thread, detailing all those little issues people have with the game that have so far not been addressed, a big focus of build 35, is now over 270 suggestions. If you think of anything small, but annoying, things about Project Zomboid, please add them to the list!

This week’s Multiplayer disaster is courtesy of Lenin, over on 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! The BOIT now also flags that our Discord is now open for chat and hijinks.

56 則回應 繼續閱讀



“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
顧客評論系統已於 2016 年 9 月更新!了解詳情
褒貶不一 (204 篇評論)
極度好評 (12,409 篇評論)




37 篇評論符合上述篩選條件 ( 好評)
最值得參考的評論  總體
82 人之中有 81 人(99%)認為這篇評論值得參考
67.8 記錄時數
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。




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。

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)
這篇評論值得參考嗎? 搞笑
22 人之中有 22 人(100%)認為這篇評論值得參考
有 1 位使用者對這則評論感到有趣
25.6 記錄時數
張貼於:2014 年 07 月 26 日





這篇評論值得參考嗎? 搞笑
8 人之中有 8 人(100%)認為這篇評論值得參考
37.5 記錄時數
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。



這篇評論值得參考嗎? 搞笑
4 人之中有 4 人(100%)認為這篇評論值得參考
有 1 位使用者對這則評論感到有趣
29.2 記錄時數
張貼於:2015 年 07 月 17 日
這篇評論值得參考嗎? 搞笑
2 人之中有 2 人(100%)認為這篇評論值得參考
66.8 記錄時數
張貼於:2015 年 04 月 8 日
好遊戲!~ 等待更多更新~
這篇評論值得參考嗎? 搞笑
1 人之中有 1 人(100%)認為這篇評論值得參考
26.6 記錄時數
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
3 人之中有 2 人(67%)認為這篇評論值得參考
10.6 記錄時數
張貼於:2014 年 06 月 23 日
這篇評論值得參考嗎? 搞笑
5 人之中有 3 人(60%)認為這篇評論值得參考
15.7 記錄時數
張貼於:06 月 30 日

總分: 85/100





這篇評論值得參考嗎? 搞笑
2 人之中有 1 人(50%)認為這篇評論值得參考
13.0 記錄時數
張貼於:2014 年 07 月 8 日
這篇評論值得參考嗎? 搞笑
4 人之中有 2 人(50%)認為這篇評論值得參考
有 3 位使用者認為這則評論很有趣
9.3 記錄時數
張貼於:05 月 1 日
這篇評論值得參考嗎? 搞笑
93.7 小時
張貼於:10 月 10 日
值得參考的評論? 搞笑
24.4 小時
張貼於:07 月 2 日
值得參考的評論? 搞笑
Psycho Dad
1.9 小時
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.
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586.5 小時
張貼於:04 月 19 日
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12.2 小時
張貼於:04 月 1 日
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29.6 小時
張貼於:03 月 29 日


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Valeera Sanguinar
14.2 小時
張貼於:01 月 28 日
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