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?
User reviews: Very Positive (10,162 reviews) - 92% of the 10,162 user reviews for this game are positive.
Release Date: Nov 8, 2013

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Early Access Game

Get instant access and start playing; get involved with this game as it develops.

Note: This Early Access game is not complete and may or may not change further. If you are not excited to play this game in its current state, then you should wait to see if the game progresses further in development. Learn more

What the developers have to say:

Why Early Access?

“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 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.”

Approximately how long will this game be in Early Access?

“See above!”

How is the full version planned to differ from the Early Access version?

“See above!”

What is the current state of the Early Access version?

“See above!”

Will the game be priced differently during and after Early Access?

“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.”

How are you planning on involving the Community in your development process?

“See above!”
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Recent updates View all (96)

November 30

Zoiber Monday

How do Survivors, another Monday and the Build 33 IWBUMS process is still making pleasant progress. We’ve just released Build 33.5, the details of which can be found right here.

Oh, and if you’d like to join in with the 33 Public Test and aren’t familiar with the procedure, then click on through here to discover IWBUMS secrets.

Let’s go over to our French correspondent Romain ‘RJ’ Dron to find out the latest.

So which of the primary bugs have been crushed by the time of this 33.5 build, and which are still to face your wrath?

Well I’ve been working alongside EasyPickins on the bug-smashes, and our main goal were the Linux build crash and some co-op sound nonsense. For instance, only Player 1 was able to hear sound and stuff like that. Overall 33.5 is way more stable, basically, thanks to EP!

So what’s the current status in terms of Steam Server creation bugs?

Well, that’s an EP fix again. We’ll see with this new release if everything is working as intended, but I have a good feeling about it.

Are you turning your attention more towards the difficulty aspect of 33 now? How do you expect First Week, Survival etc to change as the IWBUMS progresses?

Yes, I am – but that also involves watching the forums and gauging the temperature of what people think about how it is currently. So that’s both players coming into it, and long-established hardcore players.

As such it’s a gradual process, but cool types like LeoIvanov are really helping out with balancing and experimenting with the sandbox options. I’m also thinking of adding more sandbox presets to help with it. Stuff like the frequency of meta-events, an option that will make the population more uniform after a set amount of days etc.

What other ways are you polishing the build?

Right now I’m having fun (and occasional difficulties!) with FMOD Studio, which is basically a sound mixer with tons of possibilities.

So for example, I can randomize the pitch of alarms, make their distance fade more realistic and also play with thunder – so when you’re far away then it’s less dramatic, the pitch is lower and all that fun stuff. It really give us the power to do lot of things, some of which you can already experience in-game with choppers.

Zombie sounds are also in the pipeline, as we can make their noises more in tune with their aggression levels. Just as in something like The Walking Dead, the noise of zombies when they’re idle should be very different from when they’ve been alerted by a passing survivor. All the zombie stuff probably won’t come for build 33 as we need more zombie sounds, primarily for the female zeds, but it’s all on the table now.

Now, let’s head over to Holland for a report from Turbo ‘TurboTuTone’ TuTone.

I’ve committed a bunch of fixes to 33.5, including an updated spreadsheet adding narrative content to Initial Infection and various fixes and corrections. It should also be a lot more legible now. There’s also some new tweaks too, which can be found below.

Lights and Furniture Movement

I’ve added something to movable lightsources that gives you the option for the bulb to be taken out, or for a new one to be installed. So basically aside from the standard white bulb there’s now coloured ones that are a little rarer.

During use bulbs have chance to break and by default won’t work outside, but with an Electrician skill of 5 then with a screwdriver and electronics scrap then you’ll be able to craft a battery connector. This is particularly handy for those outdoors lamps which then can operate at a base gate entrance or such. Oh, and here’s a decoration tip: this also works on some awesome rare movables that can be found like the neon sign.

Radio Updates

In 33.5 and beyond radio devices will eventually break after prolonged usage, and they can now be dismantled in return for constituent parts like wire, aluminium and (depending on skill) receivers and transmitters.

This means that you can now craft radio devices too, if you’ve taught yourself from some enthusiast magazines called Guerilla Radio. As ever, your proficiency in electrics will have an impact on what you craft – allowing for wider channel ranges, transmission ranges, better power usage etc. When you’re level ten you’ll also have a chance of crafting ‘exceptional’ devices too – which are of the highest tier, have great stats and enable UI stuff like the distance meter for the incoming signal.

I know that myself and Will would also likee to thank Moose65 from the TIS forums for his AMAZING help in searching for the wide variety of typos within the radio broadcasts, and would also like to direct your attention to this excellent guide to the new system by Woodward. Thanks guys!

This week’s featured image from Conehead the Barbarian here on Steam. The Non-Centralised 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.

8 comments Read more

November 24

Monday* Fix

Hello survivors! A bit of a ‘getting on with it’ Mondoid this week as, as you can expect, we’re all busy bees working on the latest IWBUMS.


In case you were barricaded under a rock you’ll knoe that we’re currently in the midst of a test of a (still incomplete) build 33 on our I Will Backup My Save branch, and as expected work continues on both fixing up what is currently in the IWBUMS branch, with Will working on getting the initial infection TV and Radio into the game, as well as bug fixing those pesky typos and other bugs. Turbo is fixing up the issues that have been reported with the furniture moving system. Meanwhile RJ has been continuing with the sound system fixes. Here’s a few words from RJ himself on his build 33 stuff:

“Build 33 is on his way on our IWBUMS branch, we released a patch already so we’re on 33.1! Bugs still exist, but it’s mostly balancing the new sound engine and difficulty.

Some report that Survival is way too hard, still need to know if it’s REALLY too hard or it’s just people having bad luck or not skilled enough to play Survival (which is meant to be hardcore :D), but for those people, the normal mode should be ok!

So this is a hard piece to balance, but it’s progressing!
About sound, it’s the same, I balanced them a lot, made the reverb better outside, but still need to work on it so it doesn’t feel like your under a big metal dome!

Annnnd I also hear you “what about Steam Server update!” Well, I’m on it too, I fixed some bugs for multiplayer caused by the new sound engine, and I’m trying to get that steam server working, it’ll be probably for this week, maybe tomorrow with some luck!

In the meantime I may release another patch with bug fixes/balance, it’ll depend how well the Steam Server bugs are progressing…
So it’s getting there, build looks pretty solid so far and I think we’ll have bug fixed rather soon for a public release!”


We’ve still got a bit of finishing off to do on the new Creative Mode systems. The latest addition was a virtual object system which allows for tbx, tmx or clippings, as well as road segments, instead of being placed permanently within squares on the map, instead to be made into virtual objects which are placed on the map, but do not destroy the tiles they are placed on, only override them while the object exists in that place. This means they will remain an moveable object you can drag around without permanently distubing what goes underneath.

The original reason for this feature was to make the creation of road networks much easier, as it opens up the ability to have simple nodes that connect to eachother, and to form the actual tiles of the road and pavement virtually, calculated over the top of the base game map data. These can then be tweaked and changed as the map is expanded without having to clear out areas of the map. There would be of course a performance hit incurred due to lots of these virtual objects, so at some point these will need to be turned into permanent things on the map, and how that happens has yet to be decided. Either players / servers will have the option of committing these elements permanently to the map once the creators are satisfied with them, or maybe when the player runs sufficiently away from the object so that it streams out, it’s not clear which is the best option for simplicity / performance.

The roads are the pretty much last thing to get right, apart from a few fixes for making sure everything works on multiplayer, before Creative could be added to the IWBUMs.

Hello! Remember you can sign up to our newsletter to get this stuff direct to your inbox! We would like to remind you to visit our wiki, and thank Moss from the Steam forums for the title image. Rest in Peace Fort Moss.

* Er, "Tuesday" I guess. Slight mix-up with which one of us was going to cross-post the Mondoid news onto Steam meant that none of us ended up doing it. Er. Whoops. Sorry.

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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)

About This Game

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.

System Requirements

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
Helpful customer reviews
84 of 102 people (82%) found this review helpful
115 people found this review funny
14.9 hrs on record
Posted: November 16
Early Access Review
I am the Spoon Collector
I spawn in a home, loot for spoons and a backpack
Eat and drink only in ratio to my spoons
1 spoon = 1 meal, 1 spoon = 1 drink
I am the Spoon Collector
10 or 11 backpacks full of spoons
Kill zombies with only spoons
Cannot fight more than one zombie at a time because the spoon Gods are unkind
I am the Spoon Collector
Decorate home with spoons in shapes of larger spoons
Leave a spoon in the doorway of every looted home
Break into homes only using spoons
I am the Spoon Collector
Go out side one day starving because of spoon fasting ritual
The horde has cometh for my spoons
Take as many as I can with me
Kill me please I beg
I am the Spoon Collector
I survive miraculously, running through the horde
The spoon gods grant me speed
I am the Spoon Collector
My spoon-base is overun
Run into the woods, my injuries are severe
The spoon gods grant me solace in the afterlife
I am the Spoon Collector
Was this review helpful? Yes No Funny
26 of 31 people (84%) found this review helpful
30 people found this review funny
12.0 hrs on record
Posted: November 19
Early Access Review
After a horrendous and frightening experience of an overnight zombie raid, my house was in ruins. All food was consumed, crops destroyed, ammo non existent. My weapons damaged, my body aching, my mind lost. I was wounded and in desperate need of medical attention. After rummaging through piles of bodies, I managed to find a dirty bandage. "I can't use this..." I said to myself, and after long contemplation and painful thinking I decided against it. "If I can clean it, I can use it" I dragged my broken body across half of town, exploring every inch of land in order to find cleaning materials. My last sip of water felt like days ago. I came across a shanty area, a settlement of plywood, corrugated metal, sheets of plastic, and cardboard boxes. Wildly scavenging through heaps of sh#t, yes! A half empty bottle of bleach.

I moved my way to a quiet and not known location, where I was able to sit and gather my breath. Frantically scouting to make sure I was ok, still sat down. I looked up into the sky and dreamed of what life used to be. "I need this bandage cleaned", opening up my bag to take out both the bandage and the bleach. "There is no threat here, take your time" I wish I had a mouse! I must of double tapped my track pad. With the bandage in my left hand, and the open bottle of bleach in my right, the double tap of the trackpad forced me to consume the bleach. Every last drop.

Stories were told of my valiant display of british grit, fighting off the barrage of zombies and ultimately falling to my death through a 16 hour massacre. At least, thats what the stories told. If only they knew the truth of my stupidity.
Was this review helpful? Yes No Funny
8 of 9 people (89%) found this review helpful
1 person found this review funny
31.4 hrs on record
Posted: November 10
Early Access Review
Great atmosphere and excellent soundtrack. The feeling of creeping dread (should that be the creeping dead) as you do your best to stay alive is amazing. The commonplace town setting and ordinariness of the world is surreal when being chased by 100 zombies. Highly recommended.
Was this review helpful? Yes No Funny
20 of 33 people (61%) found this review helpful
27 people found this review funny
43.0 hrs on record
Posted: November 2
Early Access Review
Spawned, walked outside of house where I meet zombie bro.
Zombie bro attacks, no longer bros.
I stab zombie ex-bro in the face with a butter knife and kill him.
Feelin good.
5-6 zombies coming at me, ♥♥♥♥♥♥ I killed their zombie bro no doubt.
Too many to fight so I run.
Running makes more zombies around chase.
Now have horde of zombies after me.
Get tired and cant run anymore.
Get swarmed by huge horde and get eaten alive.

10/10 would get eaten again.
Was this review helpful? Yes No Funny
5 of 5 people (100%) found this review helpful
68.0 hrs on record
Posted: November 4
Early Access Review

Project Zomboid-
An isometric sandbox zombie survival game by The Indie Stone. In my humble opinion, one of the best survival games to date especially considering that there are a lot of zombie/survival games. I haven’t reviewed an early access title before, but, I wanted to do my part, however small, to help out The Indie Stone and make people aware of this amazing game, this studio has done amazing work despite all their troubles and I think that that’s really admirable, I won’t go into detail but, if you’re curious I would suggest researching on the net to find out more.
This game is only on PC. The options for the game are befitting of a PC, the game itself isn’t a major powerhouse so much older systems should have no problem running the game, and currently you can play with a controller (with split-screen co-op!) A very good PC game.
There is no story to speak of at the time of this review, there are however, plans to bring a story mode to the finished game, sandbox is all you’ll find. You do however have a lot of options for your sandbox game, going so far as to decided how long the apocalypse has been going on for (with gameplay changes, more on that later),the game simply starts by putting you inside a house with the crazy world outside.
This game is isometric (top-down view) with art style that reminds me of Commands 2 Men of Courage, it’s got great detail and a very fitting look, I like this type of realistic style because, the proportions of the character to the world makes sense and, the world itself is very realistic with buildings and houses that look more modern. I do wish there were more style differences with clothes, weapons and zombies (especially as time goes on) but, what’s here is still pretty good (plus the game is mod-able) and there is always more being added. The music in this game can be very moody and fitting, this is my own personal taste but, I personally dislike the music with the parts of the middle eastern music (seems like a lot of zombie games have it strangely enough), it’s not that I dislike the genre in general, but, the game has this music that makes it feel very somber, sometimes peaceful, sometimes depressing, and it really gets me into the game, however, when that music starts in (and the women makes the ‘chanting’ noise) I get completely ripped out of it, it’s very jarring in my opinion, I think the game would be better with a focus on atmospheric music similar to that of Fallout or Wasteland 2 even, again it’s a personal preference of mine but, the style and feel of this game just doesn’t seem fitting with that type of music. Still a great style overall, I really enjoy isometric games as I feel you can get a lot more out of it visually and that especially works well with Project Zomboid.
Project Zomboid is perhaps one of the most realisticgames I have ever played and I don’t use that term often in association with video games. The game rewards you for very logical thinking, more so than in most video games (not to say video games need logic to be fun, but, referring to Payday 2, logically you shouldn’t be able to answer pagers period, much less four) as such this game is all about survival. Besides taking care of the basics, you’ll need to keep your character healthy and sane, really the only thing missing is your characters don’t have to shower, or, go to the bathroom, everything else is pretty much there, the first aid system is pretty involved too, I climbed through a broken window, had to take out glass shards with tweezers, disinfect the cuts, and when the bandages got too bloody, had to replace them and clean the old ones. The other part of what adds to the realism is the length of time, you have great control over your settings of the world and can make it match up with the real world if you so wish, either way, in-game healing isn’t instant, if you break a bone you’re looking at a few weeks in-game before its healed, suffering from the negative affect all the while. Farming also takes months to yield any results, and that’s assuming your planets don’t get trampled by zombies or die of disease and you’re watering them regularly. As time progresses eventually, the running water and power that are available in the houses (or not depending on your options) will turn off, you’ll need to plan ahead for these and if you don’t it’ll be a slow painful death.
Combat is pretty simple, you have your choice of melee weapons, guns and throwing weapons (like the classic Molotov-cocktail), you ready your weapon, point in a direction and swing/shoot. The longer you ready your weapon, the better the accuracy, and when zombies get close you can shove them away (some may even fall over) and either make a run for it or bash their brains in. Goes without saying that loud noises attracts more zombies and, fire spreads so be careful. You can also sneak past zombies. Combat does take its toll on your character, it’s enjoyable if simple, hopefully more weapons and toys are added to make going out with a bang more of a literal option.
If you enjoy survival games or zombie games, you’ll love this game, this is the most realistic game I’ve played. Honestly, even if you don’t this is the type of game that is so good it might get you into a genre you’ve never tried before. Its co-op and local split screen, so if you’ve got a passive interest I highly encourage you to check it out, maybe get a friend to play with you, it can and is a lot of fun. And it’s priced at $14.99 USD and I see it on sale often, it’s well worth the asking price. Thank you The Indie Stone for an amazing game!
A zombie survival game from The Indie Stone, they’ve hit some rough patches, but, have still created one of the best survival games to date which is still only in early access. There is a ton of stuff planned for the future, but, what is here is a great game, it’s rewarding in all the right ways, makes you feel awesome for being smart and playing like a real survivalist. Its co-op and local split-screen, and the regular price is $14.99 USD which is a steal for this amazing game. If you’ve ever had any interest I highly encourage you to take a hard look and really consider grabbing this game, it simply deserves to be played and I get excited for the day it finally sees a full release. Thanks for the amazing experience The Indie Stone!

–Two Thumbs Up from Royial

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