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?
Рецензії користувачів:
змішані (усього 201) - 66% з 201 рецензій за останні 30 дн. є позитивними.
дуже схвальні (усього 12,428) - 90% з 12,428 рецензій на цю гру є позитивними.
Дата виходу: 8 лис 2013

Увійдіть до акаунту, щоб додати цей товар до бажаного чи позначити «не цікавить».

Гра з дочасним доступом

Отримайте доступ і відразу почніть грати, беручи участь у процесі розробки.

Увага: ця гра з дочасним доступом не дороблена, і надалі може як істотно змінюватися, так і ні. Якщо вам не дуже кортить зіграти у неї в її поточному стані, то радше зачекайте, доки гра не прийме більш завершений вигляд. Дізнайтеся більше тут

Що бажають сказати розробники:

Чому дочасний доступ?

“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.”

Приблизно, як довго гра буде у дочасному доступі?

“See above!”

Чим повна версія гри буде відрізнятись від версії для дочасного доступу?

“See above!”

Який поточний стан версії для дочасного доступу?

“See above!”

Чи буде відрізнятись ціна гри на протязі дочасного доступу та після його завершення?

“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.”

Як ви плануєте залучати спільноту до розробки гри?

“See above!”
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24 жовтня

Swing State

Happy Mondoid all. Here’s all the latest on all the stuff soon to come to PZ’s Kentucky heartlands.


The two new map areas are pretty much done, and Mash is currently linking them up to the main map with some new roads. They’ll need a brief stay on an internal build for sanity checking, but afterwards will be packaged into one of RJ’s imminent-ish Build 35 IWBUMS beta releases. We want exploration-minded beta testers to discover them on their own terms, but here’s a clue.

(We should probably say that it isn’t Fort Knox, as that would presumably have a few of these!).


We had a quick chat about your/our frustration with anims not joining in with all the testing last week, and are still under the bonnet connecting gears and sprockets today.

At present the code PZ uses for the state machines (ie. what’s going on ‘right now!’ for characters – so a zombie could be in ‘bite state’, or a player could be in ‘swing state’) is being transplanted into the new animation state system.

We’re writing a hook system to allow the xml that defines the animations and states to call Java or lua functions that mimic the structure of the existing PZ state machine very closely. In this way it becomes far easier to transplant the masses of code found in the state system into a similar structure within the new version. We can remove all the code that relies on 2D animation frames (for example: ‘on the 12th frame of swing bat animation, connect the hit and apply damage and XP!’) and then we can take the appropriate chunks of code and transplant them fairly unchanged into the new status quo.

This will both minimize the amount of work in the process, and standardise the system for new gameplay additions and modding in the future.


A test of General Arcade’s latest VOIP build last week revealed a few problems in terms of players whose microphones weren’t being picked up – which further analysis has revealed is connected to the sampling rate of the capture device. Popular ranges like 48000Hz and 16000Hz weren’t working, but now the bug has been worked out our industrious Russian friends are beavering away on a fresh build that (fix dependent) should be ready for a wider test.


RJ has been on a roll with MP improvements for long-suffering admins and hosts in the current public beta, and as such didn’t want to break his momentum. To this end the 35.20 release will have a vastly improved Safehouse system, and easier clan/group management that we’ll be calling Factions just because it sounds a bit more apocalyptic-y. Over to RJ:

“I’ve been talking to some of the people who run PZ servers to find out how we can make MP a better place for players.  This has entailed a bunch of powerful new tools for Admin, and also new stuff for players themselves.”

“I’ve reworked the Safehouse system with a brand new UI. This will make a Safehouse owner’s life much more easy: you can quickly add people from a list, change Safehouse title, hand over ownership and players can now also remove themselves from the building’s list.”

“There’s also a new server option: ‘DisableSafehouseWhenPlayerConnected’. Basically, if set to ‘true’ by the admin, it’ll remove the safehouse’s anti-trepass and non-looting security if anyone tied to it is connected online, and also a little while after the last player of a safehouse disconnects to avoid ‘safety-quitting’. I’m playing around with the system to check for loopholes and hoping that this will encourage some cool faction wars, while also still keeping peoples’ loot safe when they’re not playing the game.”

“Something else going into 35.20, or maybe 35.21, is the ability to form a Faction and invite players to it. Once you have enough in your gang you can choose a tag, which will always be visible to your faction friends – but you can choose whether or not the strangers you meet can see it and identify your allegiance. Faction PvP will automatically mean that melee attacks won’t hurt your friends, but this can be turned off by players themselves should they want to put friends out of their misery – while firearms will always be deadly no matter what.”

“Something else that’ll be good for servers has also been added and tested too: a ‘No PvP Zone’ that Admins can drag out over the map.  Players within this zone will be invulnerable to attack, but also won’t be able to attack – even with firearms. This also comes with a brand new UI that allows for quick deletion, changing the zone’s name and teleportation to other zones that have been created.”

This week’s pin-up player is the thunderstruck Thundahstuck. The Centralized 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. A general overview of the content of PZ builds past, in testing and upcoming can now be found here.

Коментарів: 32 Читати далі

17 жовтня

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.

Коментарів: 80 Читати далі
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“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)

Про цю гру

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.

Вимоги до системи

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
Користувацькі рецензії
Оновлено систему рецензій: вересень 2016! Докладніше
змішані (усього 201)
дуже схвальні (усього 12,428)
Тип рецензії

Тип придбання


Показувати як:

(Що це?)
Рецензій, що збігаються із фільтрами вище: 6 ( схвальні)
Найбільш слушні рецензії  За весь час
3 з 3 людей (100%) вважають цю рецензію слушною
175.1 год. зареєстровано
Рецензія на гру з дочасним доступом
Додано: 23 вересня 2015 р.
Купив за порадою друга - жодного разу не пожалкував. Гра затягує в себе і не відпускає... Можна годинами лутати місто і шукати сокиру, вирощувати овочі, будувати укріплення чи просто вбивати зомбі. Дуже радує те, що розробка гри не стоїть на місці і часто випускаються оновлені версії. Чекаю з нетерпіння остаточного виходу гри із дочасного доступу!
Всім раджу пограти в просто шикарну гру Project Zomboid !
Чи була ця рецензія слушною? Так Ні Кумедна
1 з 1 людей (100%) вважають цю рецензію слушною
1 людина вважає цю рецензію кумедною
9.4 год. зареєстровано
Рецензія на гру з дочасним доступом
Додано: 23 червня 2015 р.
Nice Game!!!!!!
Чи була ця рецензія слушною? Так Ні Кумедна
2 з 5 людей (40%) вважають цю рецензію слушною
11.5 год. зареєстровано
Рецензія на гру з дочасним доступом
Додано: 5 грудня 2015 р.
Рекомендую игру всем любителям хардкора, очень весело гамать с друзьями )))
Чи була ця рецензія слушною? Так Ні Кумедна
37.9 год. зареєстровано
Рецензія на гру з дочасним доступом
Додано: 24 березня 2015 р.
Рекомендую всем класная игруха!!!!
Чи була ця рецензія слушною? Так Ні Кумедна
106.7 год. зареєстровано
Рецензія на гру з дочасним доступом
Додано: 26 серпня 2015 р.
Якщо вам жалко грошей на "DAYZ Standalone" і інші проекти в яких багато не дороботок і тд...
То PZ для вас, багато факторів виживання, мало багів/недороботк, кожен тиждень обнови, над цим проектом працюють і не закидають як інші... + Добре продуманий multiplayer, легко можна создати сервер для ігри з друзями.
Хто думаю ще чи купляти ігру, купляйте! Для такої ігри 299 руб це мало і не жалко.
Чи була ця рецензія слушною? Так Ні Кумедна
20.4 год. зареєстровано
Рецензія на гру з дочасним доступом
Додано: 27 липня
Дуже гарна гра, але самому грати трохи скучно тому раджу грати з друзями )
Чи була ця рецензія слушною? Так Ні Кумедна