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 (9,791 reviews) - 92% of the 9,791 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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October 12

Survival Instincts

Greetings survivor! Let’s get ready to Mondoiiiid!

So where are we with 33? We’re basically at the point where all the systems are in and operational (and fun!) within our separate development branches – and are now having various additions and tweaks made to them from fellow dev feedback. Creative Mode needed better ways to revert construction, for example, while Turbo’s furniture movement system needs some love to make it more realistic, reduce menu clutter and make sure it’s more in-keeping with the game.

After some studious examination, and then elimination, of the bugs thrown up by Twiggy’s mid-week stream of Radio/TV then that end of the bargain is pretty much good to go – headphones have been added at the request of viewers, radio text judders when the player walks diagonally (henceforth known as ‘Twiggers’) have been reduced, more explanatory device names and brands have been introduced and commercials now play in more of the dead air.

Meanwhile RJ continues to tie sounds together backstage in FMOD (as discussed last week) and at this very moment is making sure that the sound of thunder is relative to the player – so it could either sound like it’s in the far distance or right overhead, giving you a true feeling of a storm passing over your safehouse. [The new thunder combined with some new music that’s been supplied by Zach Beever is pretty magnificent, even if we do say so ourselves!]

What will come after all this is crossing the streams. We need to merging everyone’s code branches together into a glorious whole – make sure they play nice together and do a bunch of testing. As such, even though the stars are starting to align, we’re not standing on the edge of an IWBUMS release just yet. To ease that pain, then, we thought it might be nice to make a habit of the following.


Twiggy has kindly agreed to stream current PZ dev builds after Mondoid publication [hopefully every week, but some contents may settle transit etc] and as such he’ll again be streaming Turbo’s Build 33 Radio/TV content today at around 1700 UK time for a few hours. So check out his Twitch stream here, and if you’re late to the party what with family, work and timezone commitments then you can watch the archived version should you wish.

This comes with the added benefit of getting some great feedback from his viewers, some of which can go directly into the game (eg. the aforementioned headphones) during this stage of development. The narrative content also really seemed to go down well with everyone during the midweek stream, which was really great to see.

We’re not going to compromise on difficulty when it comes to Survival mode, but since the advent of Build 32 have seen a fair few posts asking for less of a raw deal when it comes to the zombie apocalypse. If players find Survival too difficult and First Bite too easy, then aside from burying yourself in fiddly Sandbox options there’s no direct way into a halfway house with a difficulty level that’s on a par with Survival prior to the introduction of the current Zombie Population System.
As such, Build 33 will come with the new process in terms of starting a New Game – that will also open up different stages of the PZ narrative timeline for us to build on as future features are slotted in.

First you’ll pick a Scenario that governs the game world and its zombies. ‘Initial Infection’ will take place the day before the current game starts (and will have extra radio/TV content to match) and will have First Bite style zombies with limited perception and strength due to their recent turn. [This will, however, be considered non-canon as it doesn't fit with the traditional zombie remit that TIS earnestly believes in.] Then ‘The First Week’ will pretty much be the setting the game begins with now, while ‘Eight Months Later’ puts you directly into an increasingly overgrown world full of rotten food and a distinct lack of electricity.

Secondly, you’ll get to pick the Starting Conditions of your own character – Easy, Normal and Hard style options that will help you find your correct (dis)comfort level quickly and easily without diving straight into the Sandbox Options. This will cover stuff like XP gain, any loot you start with and stats that are attributable to your own character rather than the harsh apocalypse you’re about to stride into.

The toughest experience, however, our ‘Survival’ take on an Iron Man mode, however, will remain as is – entirely sacrosanct, along the existing timeline and playable as a ‘Hardcore’ mode only.
It’s a much debated topic, but we’re convinced that this is a great way to cater for those left out in the cold by Survival’s current difficulty level without getting the nerf-shears out. On top of this it will provide a neat framework for the PZ timeline in terms of hanging future narrative content around it – which will start with Build 33’s radio system, distress beacons and a few secret late-game easter eggs.


On to more community-sided endeavours now, and we’re really pleased to report that Xeonyxhas put his amazing New Denver map on the Steam Workshop. For more information on it and the story behind its creation then check out our chat with the man behind it here.
In the meantime if you’re a mapper like Mister Xeonyx then our very own RingoD has just published some guides on how to upload your map onto the Steam Workshop, and how to update your current map to include the more recent builds’ foraging and zombie respawn systems.

So, we went and had a chat with a nice man called Jon who works at Gamers Edition who told us that although we actually managed to sell some t-shirts and art prints at EGX – there are still some left. And yes – they’d sell them on to you fine people off their website. Huzzah! So, details and whatnot will be forthcoming once they’ve nailed down the finer points of pricing, postage costs and other logistical fun.
Today’s featured image from the fine screenshot-taking fingers of TheLeonBM over on Steam.The Block of Italicised text would also 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.

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October 5

Everyone’s Infected

For 80% of Project Zomboid’s development and moderation team this week has been about sniffling, sneezing and waking up three times a night on a damp pillow. Seemingly, an unknown patient zero wandered the halls of EGX and infected us all with something contagious. It’s all good research, perhaps, but it hasn’t been pleasant. That all said, the Mondoid must go on!
A few items of note first. Twiggy is planning some midweek streams of Build 33’s Radio/TV systems, so be sure to follow his and our Twitter feeds. We’re thinking Tuesday night Brit-time currently, but that may well be pushed back to Wednesday depending on Turbo code tweaks.

Secondly, if you haven’t seen it already we ran a really interesting blog on Hydromancerx the main man behind the awesome Hydrocraft mod last week that can be found here.

FMOD Returns
A primary part of Build 33 is in trying to up the ante in terms of immersion, and during a discussion about how to improve our helicopter/zombie moments the topic of some early foundation work we did in integrating an awesome piece of audio middleware emerged. Build 33 just felt right for its inclusion, and as such right now RJ is connecting sound-wires backstage for the inclusion of FMOD.

For reference here’s our initial demo video from way back when. This shows reverberation, echo and occlusion. In-game sounds here use actual an approximation of the world: so the size of room, walls and any buildings between the player and the origin of the sound effect are all taken into account. There’s also directional sound on 2.0 speakers, but this will *hopefully* be better on release as we’d like to use an awesome plugin called AstoundSound. That said, right now we need to look into licensing stuff so we can’t confirm it right now.

To follow, here’s a previously unseen video – albeit one with everything ramped up to eleven on the sound-o-meter. It all needs refinement and balancing [particularly with zed noises and ambient music tracks] which is all stuff that’s on RJ’s plate right now.

You should be able to hear, however, cool ambient sounds – every bird is a single bird from a specific place, refrigerators hum, blinds flap in the wind and doors creak. Then there’s the aforementioned helicopter. It’s not just a sound file now, but an actual unseen object that moves around the map via AI. It will always be somewhere, heading off the playable map or perhaps doing passes over certain areas – and could also be tied into scripted events that are heard in reports over the new radio system.

The helicopter will also have sound blending to make it sound natural as it moves away from you, and we can use the same tricks to make shotguns sound like they’re the correct distance away from when it comes to meta-noises and MP. Instead of a permanent headache, helicopters can now be a real blessing as they’ll drag zombies along with them as they depart – seeing as they are now solid objects in the world making sound the zombies can follow accurately.

Also contained within the above are some new layered ambiance tracks from our music maestro Zach Beever. These will be reactive to the gameplay you’re experiencing (we’re taking some inspiration from Alien Isolation here) and will let us play more poignant music at more appropriate moments. That said, this may not appear in Build 33 as we will need more variation in the first version, and likewise in this video there are some experiments with zombie sounds that are included for the sake of pushing FMOD to see how far it’ll go – these, again, probably won’t be in Build 33.

To finish, let’s go over to RJ ‘Romain’ Dron to hear how his own work is going on Build 33 – on FMOD and beyond.
So how did the renewed interest in FMOD-integration come about?
Well, a lot of Build 33 is about building immersion, so sounds are a key part of that. We can now, for example, drag the helicopter around wherever we want to. So you’ll hear it come from east, and then slowly move overhead to the west! It’ll also be clear if the chopper has spotted you and is trying to follow you (for whatever reason) while it’ll also be possible for you to stick in the forest or inside buildings as it passes overhead. Be careful about showing yourself too fast though!

So what kinds of stuff do you think this will open up for us?
Well music is a big thing too! FMOD allows us to do all sorts of things with sound – bending volumes, merging tracks… so now we’ll be able to control how the music works while you play. If you get into a tense situation, the music will slowly change to match it.  In terms of more general sound effects though, we can add dynamic reverb, muffle the sound of outside gunshots if you’re inside a building… all those kinds of cool stuff.

How have all your other experiments in getting the PZ world to feel more ‘lived in’ gone so far?
Pretty good! The randomization of buildings makes every playthrough more tense and unique. You set out to your favourite safehouse like you always do – but what if it’s on fire? What if it’s already been looted? What if the previous occupants left the TV on a high volume, and you find a crowd of zombies in the front room staring at a news channel?  Then what about looting someone’s belongings and finding medical books and gear, and wondering whether the dead body downstairs clutching a pistol used to be a doctor or a nurse – or maybe it was the zombie in the bathroom?

Can you also give us a quick recap on how the botany trait is going to work? What sorts of plants will feature?
Basically, when you forage then players with the botanist trait will be able to find medicinal plants. So they’ll be able to turn them into a poultice to put on wounds or infections, or maybe just eat them on the spot. They’re clearly not going to be as strong as the medicines you can loot, but they can be really useful in terms of to helping you with stomach pain or to help recover faster from fractures and bleeding. And so, behold!

Comfrey, Plantain [not the banana sort] and Mallow! Yay!
Today’s featured image is (again) from the excellent screenshot-taking fingers of NikNik64Rus. The Block of Italicised text would also 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.[/center]
[center]Oh, and finally if you’re a floating voter or know anyone else who might like the game we’re currently on sale over on the Humble Store. It’s twenty percent off the game, alongside a whole bunch of other cool zombie games, if you’re interested.

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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
SteamOS + Linux
    • 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
    • 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
Helpful customer reviews
66 of 78 people (85%) found this review helpful
1 person found this review funny
142.3 hrs on record
Posted: September 20
Early Access Review
Fun until you burn down your house cooking grilled cheese and take out all your friends with you
After surviving for months.

also found cigs in school desk :(
smoking is bad.
Was this review helpful? Yes No Funny
69 of 83 people (83%) found this review helpful
35 people found this review funny
5.8 hrs on record
Posted: September 14
Early Access Review
1. Friend and I join a game
2. Chased by zombies down the street until we find a house
3. Go in house and wreck zombies with bats
4. Go to large city and into a pharmacy
5. Get medicine and head to the mall
6. Climb out window by accident and break legs
7. Freind comes to help as many zombies approach
8. Tell friend it is okay and pulls out bleach
9. Friend pulls out bleach
10. Both drink bleach and begin to suffer
11. Bleach does not work and the zombies approach faster
12. Both poll out sleeping pills and take
13. Screen begins to go black and we look at eachother
14. Both tell eachother it is going to be okay
15. Both die and are eaten by zombies

10/10 Will die together again
Was this review helpful? Yes No Funny
27 of 29 people (93%) found this review helpful
9.5 hrs on record
Posted: September 22
Early Access Review
First of all I would like to give a special thanks to an anonymous friend who purchased Project Zomboid for me some time ago. To be honest, I do not believe anything I say can bring justice to how fantastic this game is to me. Though I will attempt to keep this review as professional as possible, I do apologize if there are outbursts of bias within the contest. Project Zomboid is a top-down zombie survival game in which the player must create a character destined to die in the world with the goal of determining exactly how long they survived during the grueling face of an overrun population, with plagued populations of undead serving as the opposing force. Since this game is currently in Early Access at the time of this review’s posting, it does not yet contain all of the features that are planned for the full release. However, in its current build, I would recommend it at its current sale price.

Here are just a few of the things that make Project Zomboid such an amusing title:

The Developers - I realize that this point is not a core component while playing the game itself, but I feel as though I must give recognition to the development team of Project Zomboid. I personally have never witnessed such a respectful cast of individuals when it comes to interacting with players and the game itself. As a primary mention, these individuals send notifications to subscribers consistently every Monday, termed Mondoid Monday by the Indie Stone, which provides readers with updates as to what ideas are to be implemented, answering questions from contributors, and informing players of the current build’s status. Though the game is currently in Early Access at the time of this review’s writing, these constant updates presented by the developers have the potential to comfort players such as myself as to the condition of the completed product. Project Zomboid may be considered by some to be concluded as it stands; this is much more satisfying in strict comparison to other Early Access titles that stereotype the build and tend to break promises.

Pre-Game Setup - In the general disarray that encompasses the world regarding defeating and surviving against an endless undead hoard, there are certainties in the abundance of pre-game editing that tailor the experience as one that is unique to the individual player.
/// I would first like to speak about the initial world composition, which allows simple attributes while playing through modes such as Sandbox to be altered. With these features, the player creates how the apocalypse occurs by selecting a premade map, modifying certain functions such as how long a typical in-game day lasts-ranging from five minutes to a realistic twenty-four hours out of game-, and the period of time in which electricity and water will remain operational throughout the selected world. These attributes can be set to be more random while in Sandbox mode, but add so much to customization that they should not be overlooked; of course, the game was updated many times since my last online play-time so I may be missing out on some features as it stands.
/// Character creation appears to be very simplistic but its intricate nature is revealed while the players flesh out their individual during play. The player selects a basic set of clothing as well as a profession, traits, and look; a character’s profession outline starting equipment and statistics while the character’s appearance is merely cosmetic. Character traits are where the game excels, though, as these allow the player to outline how they will possibly play. For example, a character with claustrophobia will be plagued with fear while indoors, but may have a trait which counteracts this. As players select possible traits, negatives must also be selected to even things out, so there is decent balance to this system.

Undead Artificial Intelligence (AI) - The enemy AI react to players as you would expect them to: merciless, in a one-directional path with the intent of slaughtering the player’s created character to produce the end-game indication. As simple as this may sound, the undead AI in Project Zomboid is actually quite brilliant, as they can track your movements only if you are in a presented location-such as on the other side of an open window; a hoard crowds a character if a gunshot is heard. Interaction with these enemies intensifies the atmosphere of lay, and has likely been improved with more recent updates. Though neutral non-player characters are not yet present in Project Zomboid in the time of this review’s writing, tests by the developers suggest a promising finished product.

Gameplay and Mechanics - Your character has much more depth in-game then what is in their biography and statistics sheet. There are multiple conditions which must be monitored by the player-including thirst, hunger, fear, mood, and physical strain. Given status effects may afflict the player such as fatigue, and determine the player’s tactics, with enough openness to allow the use of multiple approaches; with a world infested by the undead this is highly necessary as the game’s open-world style should permit such an approach. Unlike other top-down zombie survival titles, Project Zomboid features an impression of realism few others can accomplish: line of sight is paramount for your character, which enhances the survival aspect perfectly; be sure to watch your back! Apart from the conditions and base statistics associated with your character, they can also learn new skills such as farming, carpentry, and cooking to perform unique and useful tasks by taking time in-game to read related books. This system permits the player to specialize in specific skills that may enhance play.

TL:DR - I regretfully can say that there are some features such as the Steam Workshop and Creative mode that I have not yet experienced, however the base game is so fantastic that I would like to vouch for it being worthy of its current retail price of fifteen dollars. If you enjoy more realistic survival games and combatting or running from hordes of undead while scavenging a rather large world, then this game is most definitely for you. This title is also recommended for players who enjoy roleplaying as characters in an open-world adventure; I prefer to write journals for my characters to enhance this aspect. Please give this game a go even in its current Early Access state. Thanks for reading.

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30 of 39 people (77%) found this review helpful
3 people found this review funny
19.8 hrs on record
Posted: September 24
Early Access Review
This game succeed at where State of Decay failed .
Was this review helpful? Yes No Funny
12 of 14 people (86%) found this review helpful
1 person found this review funny
31.3 hrs on record
Posted: October 5
Early Access Review
I bought this game way back in Xmas 2013. While it had potential it was a visually ugly, buggy experience.

Fast forward nearly two years and I returned after reading about the new visual engine and changes to the default Survival mode. Now I think it's one of the best early access games around (since Kerbal left the EA stable).

Anyway you live in Knox County (an absolutely massive map btw) which has a couple of substantial towns, out of town mega-mall (go there if you want to die) and many other out of the way locales.

I really can't be bothered writing any more here. Just trust me (how could you not!) that this is a beast of a game with many levels of gameplay (medicine, crafting, cooking etc..) to keep you interested. Game can be played as pure roguelike by creating a new world each time you die, or - what I do - roguelite by having the next character spawn in the pre-existing world and recovering your old safe house and inventory.

The downside to playing the same world with a new toon is that by then you will be a month or two into the apocalypse. What this means is NO ELECTRICITY, NO WATER, MANY FOODSTUFF SPOILED and an expanded Zombie population.

Just try the game, or wait till it leaves early access. Either way it doesn't bother me because I don't know you and if I did, I probably wouldn't like you enough to be steam friends and travel the world in MP together. Don't be sad about that, you'll find "FUN" in this game even without me.
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