Project Zomboid is an open-ended zombie-infested sandbox that asks one simple question – how will you die?
İncelemeler: Çok Olumlu (5,764 inceleme)
Çıkış Tarihi: 8 Kas 2013

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Erken Erişim Oyunu

Hemen erişim sağlayın ve oynamaya başlayın; oyun gelişirken siz de içinde olun.

Not: Erken Erişim aşamasında olan bu oyun geliştirme boyunca önemli ölçüde değişebilir ya da değişmeyebilir. Eğer oyunu bu aşamada oynamak için can atmıyorsanız o zaman oyunun geliştirilme sürecinde ilerlemesini beklemek isteyebilirsiniz. Daha fazla bilgi edinin

Geliştirici ürün hakkında ne diyor:

Neden Erken Erişim?

“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.

Here is a list of recent update dates. It should be noted that full releases often contain many more features than previous beta releases and for those looking for new content can often be considered distinct releases within themselves.

13th Oct - Build 29
22nd Sept - Build 29 (beta)
2nd Sept - Build 28
4th Aug - Build 28 (beta)
7th June - Build 27

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 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.

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.”

Bu oyun ne kadar süre için Erken Erişim'de olacak?

“See above!”

Erken Erişim versiyonunun tam versiyonundan ne kadar farklı olması planlanıyor?

“See above!”

Erken Erişim sürümünün şu anki durumu nedir?

“See above!”

Erken Erişim sırasında ve sonrasında oyunun fiyatı değişecek mi?

“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.”

Topluluğu, geliştirme sürecine nasıl dahil etmeyi düşünüyorsunuz?

“See above!”
Daha fazlasını oku

Project Zomboid Satın Alın

Project Zomboid 4-Pack Satın Alın

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


Küratörler Tarafından Öneriliyor

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

Son güncellemeler Tümünü görüntüle (34)

20 Ekim

All the Small Things

Hello Survivor! A Mondoid of dev-nuggets this week, but hopefully you’ll find them to be nuggets of gold rather than… other substances that are occasionally found in nugget-form.

There’s quite an important note for Linux PZ server hosts at the foot of this Mondoid too, by the way, so please scroll down immediately if you’ve just realised that we’re talking directly to you!
For everyone still on this paragraph though, let’s Mondoid!

First off a super-quick mention, amidst sighs of adoration and love, for Blindcoder’s amazingPZ map.  It’s pushed a remarkable 9.65 TB of data SO FAR this month, and he’s currently hard at work generating build 29′s map. It’s on track to be released later this week. Thanks Blindcoder, TIS and the community all thank you for your travails!

As you might recall, a while back a chance meeting in the new office building reunited Lemmy and Binky with a long-lost colleague from their distant AAA past. Martin the lovely Animation Man is currently on-board with the PZ team, and has now gone over all the current anims in the game on a polish/tweak run.

His task right now is on the stealth anims. These include movements like sneaking along walls, crouch sneak movement (instead of just aiming weapon/walking), peeking around corners and others of a crafty ilk.

This is all a part of our overall plan to make the looting game a lot more built around stealthing around the town and trying to avoid attention. We’ll show a few examples of his work and its integration, as well as badgering him for a bit of a Q and A in future Mondoids.

Binky’s been busy finishing off a lovely tool to help toward NPC movement, to further make characters move in a believable way. Its functionality that was once upon a time coded directly into the NPC build of the game, but this proved way too cumbersome to use and maintain. Now it will be a nice external tool that will allow us to create a library of maneuvers that a character can do to move from one location to another. These can then be pieced together, and chosen based on personality or possible military training of the NPC in question.

We did actually do a video long long ago of the results of the early in-game tool, which you can witness once again here. YES, we’re finally doing re-runs! Fear not though. we have a new video for you too!

For the longest time our sounds have been put through OpenAL, which unfortunately led to a fair few incompatibilities on a lot of people’s systems in which they couldn’t get directional sound working properly. This has been a long-term irk that has rankled, and as such we’re looking to move to the much more AAA FMOD sound system. This is totally funky, and offers us a lot of extra things into the bargain that should make the sound in Project Zomboid a ton better. Here’s a little video of our experimentation:

It’s not ready to go yet, and we have to license the library before we’d be able to distribute it, but this will provide a much more immersive soundscape in Project Zomboid. It’ll make distant sounds much more realistic and atmospheric, provide reverb and other effects such as having the world geometry affect the attributes of the sound, as well as to provide much better supported 3D sound and more consistent volumes, and hordes will really sound like hordes with many many groaning voices creating a sea of unsettling sound as you approach a densely populated area. Helicopters will also be less likely to burst eardrums.

There’s been a really nasty security bug announced in Java over the weekend, of note to server hosts.

Windows Server Hosts:
We’ve sent an update out via steam, please make sure you update and then restart the gameserver.

Linux Server Hosts:
An update has not yet been released by Debian or Ubuntu for all of the bugs.
Debian server hosts can check here to see when an update is released:

Ubuntu server hosts can check here:

Server hosts can update OS via the command “apt-get update && apt-get upgrade -y”
Server hosts like Nitrado should already be aware of this, and will apply upgrades without prompting, only those hosting ProjectZomboid servers on VPSs or dedicate servers should upgrade.

This security vulnerability allows the remote modification of java code, those hosting Project Zomboid gameservers on Linux should watch the link for the OS they’re running, and apply the patches immediately. You should restart the gameserver after you’ve applied the patches in order to bring the patch into effect.

Everyone else:
Due to the nature of the way these bugs work, issues only mainly affect server hosts. We do recommend that you keep your computers patched anyway, but you don’t need to worry about Project Zomboid, this is preventative maintenance to make multi-player servers safer for everyone.

Today’s image courtesy of Coolflat (Ed.: Visible on our own blogpost, as Steam doesn't have header images.)

Be sure to check the upcoming version post and subscribe to our newsletter to be sure you won’t miss anything! That’s it for now. Thanks so much for living and dying in our game! Love y’all.

6 yorum Daha fazlasını oku

13 Ekim

29: Going Live

Hey survivors, bit of a general update-y Mondoid today – running simultaneously to Build 29 being pushed beyond the cosy confines of our IWBUMS test branch and out into the big wide world. So…
Build 29! Woo!
The latest version of PZ is now official! If you’ve been keeping clear of our test branch then now is the time to dive back into the Knox Event – new sounds, scavenging, melee revamp, bug fixes, translations. All that jazz, which can be looked at in greater depth right here. Once we’re sure there are no unexpected bumps in the build roll-out we’ll get in touch with Desura and get PZ updated over there as well.
Multiplayer Improvement
Since the inception of Zomboid online play, we’ve all seen increased lag as the number of players on a server begins to tot up. With the released version of Build 29, however, we think that Kirrus, RJ, BryBry and EasyP have made some significant improvements. It should be noted here, that we all deeply love BryBry. And so should you.

Servers were pausing for the briefest of moments when new players joined/left, which clearly became something of an exponential issue the busier the map became. We think we’ve nixed this, and internally have had a 29.3 server with 10 players and absolutely no lag. We need to get you guys and girls trying it out in the wild to make sure, but we’re certainly hoping that your online experience will be somewhat improved.
Radio: What’s New?
As discussed in a previous Mondoid, Will has been busy concocting radio and TV channels for you to listen into while you forage, fight and fend off the undead. There’ll two broadcasts from every radio station and TV channel to tune into every 24 hours, and a fixed narrative timeline for them all to follow.
At the moment portable radios have a news channel, a talk radio channel, a public broadcast station and (although Will is regretting it) a wavelength devoted to Country Music. Those watching TV, meanwhile, will have the option of tuning into News, News Commentary, a shopping channel, a kids channel, a ‘Life and Living’ survival channel and (of course) a cookery show.
We’ve also now had the feedback on our (forever secret!) outbreak lore from a top specialist in infectious diseases at a London university – who’s presumably a bit busy right now what with world events. As such the next step will be to feed his tweaks and suggestions into the body of the radio and TV broadcasts, as well as write a few extra news channels to give you a true feeling of ‘channel hopping’ as you flick through coverage of the disaster.
When all that’s done, after a final polish, the spreadsheet will be passed over for integration into the game – hopefully to appear en masse in either the next build or the one after.
Future Builds
The basic plan is that Build 30 will feature the Medical revamp, while Build 31 will herald the start of ‘Operation: Fix Late Game By Killing You Before You Get There’. As a taster, here’s the WIP health screen with multiple wounds inflicted.

It’s also worth noting at this point that since we now have full time animator we’ll be looking to adding limps and assisted walking that will play heavily into the medical system – as well as putting an increasingly mobile Kate back into the game. In the background, meanwhile, work has begun on an extremely cool new map location (still some way off, so we won’t start hinting yet) while background work continues on all the other major systems required for 1.0.
Thanks for Mondoiding everyone!

Today’s Header Image from Steam User Fix’t Fastah (Ed.: Visible on our own blogpost, as Steam doesn't have header images.)! Be sure to check the upcoming version post and subscribe to our newsletter to be sure you won’t miss anything!

That’s it for now. Thanks so much for living and dying in our game! Love y’all.

38 yorum Daha fazlasını oku
Tüm başlıklar

Tartışma forumlarında bu oyunun hatalarını paylaşın ve geribildirim bırakın


“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)

Bu Oyun Hakkında

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:
  • 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.

    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
  • Game pad support
  • Local 4 player split-screen co-op

For more details on the game visit or 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.

Sistem Gereksinimleri

    • 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
Yararlı müşteri incelemeleri
38 kişiden 37 tanesi (97%) bu incelemeyi yararlı buldu
kayıtlarda 30.0 saat
Erken Erişim İncelemesi
"Sims 2 meets DayZ with Minecraft around The Walking Dead Series gibi bir durum var."

Muhteşem, fantastik, fabulous, tremendous bir zombie survival simülasyonu.

Oldukça büyük bir haritada, bir dairenin içerisinde oyuna başlıyorsunuz. Ha bu arada "Sandbox" modu ile aklınıza gelecek her tür ayarı değiştirebilmeniz mümkün. Etrafınızı araştırmaya başladığınızda o kadar çok "gerçek" şey var ki, bir an için şaşırıyorsunuz. Hemen silahlanıp zombilere saldırıp hepsini öldüreceğiniz bir konsept sunmuyor size Project Zomboid. Tabi ki yapabilirsiniz ancak önemli olan zaten öleceğiniz. Bunu bilerek hayatta kalmayı gösteriyor bize oyun.

1. Yiyecek & İçecek

Türlü sayıda meyve, sebze mevcut. Mutfak gereçleriyle, envai çeşit yiyecek hazırlamak da mümkün. Cheese, bread ile peynirli sandviç... Eğer tavanız varsa grilled cheese sandviç yapmak mümkün. Bozulabilir yiyecekler var, gereğinden fazla üstünüzde kalırsa bozuluyorlar, dolapta durması gerekenler dolapta durmak zorunda. Ocak, mikrodalga, fırın... Bunları kullanarak yiyecekleri pişirebiliyorsunuz. Pişirme zamanını takip etmeniz lazım, zira 10 15 saniyede pişiyor ve ateşten almazsanız 5-10 saniyelik zaman içerisinde "yakma" durumu var. Bu süre sonunda yiyeceğinizi yakmış oluyor ve yiyemiyorsunuz.

2. Zombiler

Zombiler koşmuyor, bazıları daha hızlı yürüyor diyebiliriz. Sese çok duyarlılar, dikkatli olmanız gerekiyor. Zombi sürüleri gerçekten sürü gibi. Şehir merkezinde hiç anlamadan, aralarından sıyrılarak kaçtığınızı düşünürken kendinizi bir markete sığınmış ve önünüzde 50'den fazla zombiyle bulabilirsiniz. Bu sayı 100, 200, 500 olabilir. Özellikle şehir merkezinde elinize silah alıp ateş edin ve bekleyin. Silahlarınıza o kadar güvenmemeniz lazım, ateşli silahlar inanılmaz ses çıkarıyor ki olması gereken de bu. Ve her taraftan sesinize gelen zombilerle karşılaşıyorsunuz. Zombilerin sayıları haritada genel olarak ilk bir kaç gün içinde artmaya başlıyor, 5. günde ise en yüksek haline geliyor. Zombilerle olan temasınız değişken, kimilerinden hastalık kapabilirsiniz. Enfeksiyon kapmanız halinde uzun soluklu bir hastalık ve ölüm sizi bekliyor.

3. Mood

Karakterimizin bir çok duygusu var. Oyuna başlarken olumlu ve olumsuz traitler atayarak genel bir karakter yapısı belirliyoruz. Oyun içerisinde kapalı alan korkusu, açık alan korkusuna sahip olabiliyor. Zombiler ilk karşılaşmanızda panik yapabiliyor. Çok durağan bir gün geçiriyorsanız karakteriniz sıkılıyor. Hepsinin ayrı ayrı çözümleri var ancak böylesine bir karakter derinliğini kimse beklemiyordu sanırım. Değişken duygularınız taşıyabilme kapasitenizi, görüş mesafenizi, hedef vurma hassasiyetinizi etkiliyor. Susuzluk, açlık, çok soğuk ya da sıcak hava, sürekli güneş altında olmak... Bunlar dahi karakterinizin dengesini değiştirebiliyor. Kimi zaman çok sıcak olduğu için üzerinizde bir şey giymeden geziyorsunuz. Eğer sürekli sıcakta kalırsanız bir süre sonra hastalanıyorsunuz.

4. Crafting

Şu an için tahta ev, duvar, kapı vs. yapmanız mümkün. Gerçek hayata uygun biçimde ilk aşamada yalnızca tahtadan bir şeyler yapabiliyor olmak harika bir duygu. Tabi bazı storelarda "çimento" yer almakta. Planlanan güncellemelerde neler yapabileceğimizi kestirmek mümkün değil. Bir kapı yapmak için çivi, tahta plaka ve kapı menteşesine ihtiyacınız var mesela. Evet menteşe. Onu da store'lardan bulmanız lazım.

5. Dünya & Yaşam

Oyuna başladığınızda yapmanız gerekenler basit. Yiyecek ve içecek depolamak ve sonra silahlanmak. İlk geceyi geçirmek. İlk gece demişken, oyunda default olarak ilk 2 ay boyunca elektrik ve sular açık oluyor. Bu süreden sonra ise elektrik ve sular kesiliyor. Artık su kuyularından su çekmeli, buzdolapları vs. çalışmadığı için bu zamana kadar bir şeyler ekip biçmiş olmanız lazım. Bir şeyler iekip biçmek ya da iyi pişirmek için, evlerde yer alan kitaplıklarda bir çok kitap bulunmakta. Burada yer alan farming, carpentry, cooking gibi belirli seviyelerde kitapları okumanız gerekiyor. Muhteşem düşünülmüş bir detay.

Güneş battı, yiyeceklerinizi depoladınız ve evinizde güvendesiniz. Gerçekten öyle mi? Evin içindeki ışıkları kapatmanız yararınıza olacaktır çünkü zombiler ışığa geliyorlar. Işığın dışarı yansımaması için, odalarda yer alan dolaplarda "sheet" bulunuyor. Bunları camlara takabilir ve perde işlevi kazandırabilirsiniz. Perdeleri kapatarak, zombilerin sizi görmemesini sağlayabilirsiniz.

Cidden çok ince görülmüş detaylarla, harika bir oyun mekanizmasıyla, mod desteğiyle mükemmel bir oyun olma yolunda hızla ilerliyor Project Zomboid. Early Access döneminde ve şu anki haliyle bu kadar eğlendirip kendine hayran bırakması, her oyunun yapabileceği bir şey değil. Bir oyunu oyunu yapan şeyin grafik değil "content" olduğuna en iyi örnek!
Yayınlanma: 23 Haziran
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24 kişiden 21 tanesi (88%) bu incelemeyi yararlı buldu
kayıtlarda 62.3 saat
Erken Erişim İncelemesi
Selamlar Arkadaşlar :)

Bence Project Zomboid Değeri Bilinmeyen Fakat Çok Başarılı Olan Oyunların Başında Geliyor..

Project Zomboid, Zombi Temalı Hayatta Kalma Oyunlarında Adeta Bir Çığır Açtı Diyebilirim, Gerçekçiliği Ve Büyük Bir Haritaya Sahip Olması, Oynanabilirliği Arttırıyor..

İster Kendi Oluşturmuş Olduğunuz Karakterin Marangozluk Yeteneğini Geliştirerek, Kendinize Barınaklar Yapın, Temel Yapılar İnşa Edin,
İster Silah Kullanım Yeteneğini Geliştirip Zombilere Karşı Savunma Hattı Oluşturun.. Her Durumda Fazlasıyla Eğleneceğinize Şüphem Yok :)

Project Zomboid'in + Özellikleri;

1. Karakterinizi Gelişirken Gözlemleyebiliyor Ve Geliştiğinizi Hissedebiliyorsunuz.

2. Oyunun Size Sunmuş Olduğu Atmosfer Çok Etkileyici, Oynarken Adeta O Anı Yaşıyorsunuz.

3. Harika Bir Haritaya Sahip, Sürekli Aynı Ortamda Bulunmak Yerine Farklı Farklı Ortamları Gezip Gözlemleyebiliyorsunuz.

4. Su Ve Yiyecek İhtiyacınızın Yanı Sıra, Sakatladığınızda Ya Da Yaralandığınızda İlk Yardıma İhtiyaç Duyuyorsunuz, Ya Da Sürekli Aynı Ortamda Kapalı Kaldığınızda Sıkılabiliyor Ve Bunalıma Girebiliyorsunuz Ki, Bu Da Gerçekçiliği Hayli Arttıyor Ve Karakterinizin Gerçekten Yaşadığı Hissini Sizlere Hissettiriyor.

5. Oldukça Basit Bir Oynanışa Sahip Ve Sistem Gereksinimide Minumum Düzeyde, Yani Bilgisayarınızı Yıpratmadan, Oldukça Keyifli Vakit Geçirebileceğiniz Bir Oyun.

Project Zomboid'in - Özellikleri;

=> Fazla Sayabileceğim Bir - Özelliği Yok, Sadece NPC'lerin Bir Hatadan Dolayı Kaldırılmış Olması, Zombilerle Dolu Koca Dünyada Tek Başımıza Olduğumuz Hissiyle Bizi Birazcık Üzüyor..

Neyse Arkadaşlar, Özetleyecek Olursak;

Project Zomboid, Benim Gözümde Harika Bir Oyun Ve Kesinlikle Sizlerinde Oynamasını Tavsiye Ediyorum.. Son Karar Sizin Ancak Fiyatını Sonuna Kadar Hakketiğini Düşündüğüm Bu Oyuna Mutlaka Bir Göz Atmalısınız :)


Yayınlanma: 28 Temmuz
Bu inceleme yararlı oldu mu? Evet Hayır
7 kişiden 6 tanesi (86%) bu incelemeyi yararlı buldu
kayıtlarda 18.0 saat
Erken Erişim İncelemesi
Zombie / Survival oyunlarını seviyorsanız bu oyun tam size göre . Oyunumuz rastgele bir evde başlıyor ve etraftaki raf , dolap gibi yerlerden basic itemleri alabiliyorsunuz . İstediğiniz evi safehouse* yapabiliyorsunuz .(Camları bez parçasıyla kapatarak veya kapı ve camlara tahta çakarak) . Oyunda aniden devlet su ve elektriği kapatabiliyor . Böyle bir durumda eviniz etrafına kaplar koyarak yağmur suyu toplayıp içebilirsiniz geceleride flashlight alarak geçirebilirsiniz . Oyundaki moodlet sistemide harika damage yediğinizde veya canınız acıdığında sağ üstte moodlet şeklinde gösteriyor . Canınız sıkıldığında kitap okuyorsunuz , uykunuz geldiğinzde uyuyorsunuz (her yerde uyumayın sonra geceleri zombilere yem olabilirsiniz :D) .. Kısacası oyun early access'de gerçek bir potansiyele sahip . Yakında gelecek NPC ve arabalarla gayettende hoş olacak . Ve arkadaşlarınla multiplayer oynamak istiyorsanız ortak bir servera veya hamachi ile kendi serverinizi oluşturabilirsiniz . İleriki zamanlarda aynı monitörde split screende çıkacakmış ^^ İyi oyunlar!
Yayınlanma: 8 Temmuz
Bu inceleme yararlı oldu mu? Evet Hayır
1 kişiden 1 tanesi (100%) bu incelemeyi yararlı buldu
kayıtlarda 13.1 saat
Erken Erişim İncelemesi
Oyun kapsamındaki en iyi 2 boyutlu survival diyebiliriz zaten 3 boutlu ama 2 dk olarak yargılayanlar fotoğrafına ve trailerine bakarak saçma bulanlar var oyunu denemek için almanızı öneririm zaten ilk 2 gün sıkacaktır sonradan açılıcaksınız ve oyundan çıkamayacaksınız (Mutlaka yanınıza arkadaşlarınızı çağırın... ) :)
Yayınlanma: 10 Eylül
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4 kişiden 2 tanesi (50%) bu incelemeyi yararlı buldu
kayıtlarda 20.8 saat
Erken Erişim İncelemesi
Best 2D Survival Game

You can do everything if u want

Yayınlanma: 14 Haziran
Bu inceleme yararlı oldu mu? Evet Hayır