Project Zomboid is an open-ended zombie-infested sandbox that asks one simple question – how will you die?
User reviews: Very Positive (5,779 reviews)
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 may or may not change significantly over the course of development. If you are not excited to play this game in its current state, then you may want to wait until 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, we've had our ups and downs, but find ourselves in a stable financial situation with an overwhelmingly positive reaction from the Steam community. We hope you will join us, but if not we understand. If you're not ready to jump in yet, then please consider us when we break out of Early Access. We have a demo too, if you'd like to give the game a try. Please be aware there may be a few compatibility glitches, but these can always be resolved by either turning off the Steam overlay for the game, or turning off 3D models on older cards.

How often do we update the community?

We have weekly newsletters, known as 'Mondoid's, which we publish on our site and on the Steam announcements every Monday (unsurprisingly) as a small tonic to the depressing 'back to work' feeling. These detail what we've been up to during the week, often with sneak peeks of upcoming features, interviews, videos and all that goodness. We've had an unbroken chain of Mondoids for well over a year now, and plan to continue them as long as Project Zomboid is developed. We also communicate with our community directly on our own forums and Steam forums, often with changelists for upcoming builds.

How often do we update?

We have a reputation that seems to diverge greatly when it comes to update frequency depending on who you ask. Many consider our game frequently updated, many consider us slow. In recent times it’s rare we don’t have a release within a month (including beta releases), and these always contain new gameplay features or major tweaks to the gameplay.

Some features, particularly NPCs, have taken a long time to implement. This is largely out of our commitment to getting the features right and them not disappointing on release, but it should be noted that we make no apology for delaying their release until we feel they would be enjoyed, live up to people’s expectations, and most importantly do not have a detrimental effect on the gameplay or stability of the game.

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

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

We will admit to a few long waits between updates in the past, but we feel from community feedback that the majority of our customers are very satisfied with the development of the game. It should be pointed out too that the game has significant modding support, with map editors and full unrestricted lua modding access. We have a vibrant modding community that can help plug the gap between updates. It should also be taken into consideration that the game is already very far through development, to the point we have had recently discovered the first known 1000+ hour player - There is a lot of content to enjoy in the game already and we firmly and proudly believe it worth its current price as it stands. Please consider reading some reviews if you are still unsure about the content of the game or the release frequency.

Development Costs

Here we hope to give you a better idea of how the sales revenue from Project Zomboid will support development of the game. While we will keep particular developers salaries confidential, we would like to offer a breakdown of developer and office locations, along with the average rent costs, reported on for the Indie Stone offices, along with each developer's location to give you an idea of relative studio costs. It's become clear to us recently how significantly this factors into Early Access games chance of continuing development and we hope others will follow suit in divulging this information.

All percentages are in comparison to New York City (100%) - Other examples would be San Francisco (98.66%), London (93.81%), Moscow (52.71%) and Delhi (9.53%). The lower the % the further your purchase of an Early Access game will go to fund development (or more crucially how long that money will last), as accommodation costs correlate pretty closely with expected salaries and costs of living and working in that location. (Please note that in several cases the developer lives sufficiently outside the given city to make the actual %s likely much lower than reported)

3x Developers + Office
Newcastle Upon Tyne, United Kingdom - 32.37%

1x Developer
Brighton, United Kingdom - 56.37%

1x Developer
Toronto, Canada - 51.78%

1x Developer
Surrey, Canada - 30.87%

1x Developer
Lille, France - 31.59%

Monthly development costs are currently recouped within approximately the first 1.5 weeks of the month on average, which means at present each month produces extra funds to further develop the game should sales dry up. This does not include sales or other promotions.

What if PZ stopped making any money tomorrow?

The Indie Stone have made sufficient sales since November last year to ensure that if the game stopped selling any copies tomorrow, the entire PZ dev team could carry on funded development as at present, with no reduction in workforce, for at least the next two years, potentially longer. This would not be an ideal situation for us, of course, but we are committed to finishing every major planned feature before we consider moving the game to 1.0.

In the worst (and least likely) possible of financial cases that required the disbandment of all paid developers of the game, 4 of the listed developers are directors of The Indie Stone with an invested interest in the success of the game and company, who would cut their income significantly and/or supplement development of the game with other work to get through any financial difficulties. Despite this no doubt causing progress to slow significantly, the 4 directors hold all required skills to continue development of the game during this nightmare scenario.

Details of major milestones can be found below.

What is required for 1.0?

Two major features are yet to be implemented into the game, both of which are currently in full-time uninterrupted development each with dedicated full-time developer support. These are:

NPCS - A far reaching and in-depth NPC system with character relationships, personalities, and an emergent story engine that allows for diverse and emergent character based zombie survival story unique to every playthrough. This also includes the tutorial, a return of Kate and Baldspot who starred in the early alphas of the game.

Vehicles - Fully physics modelled 3D vehicles, siphoning petrol, mechanics skills.

Several features require either significant modifications, rewrites or completion before we could consider 1.0.

Map completion - We still have a major city, an army base, more wilderness, and several small towns to implement to the game map.

UI Rewrite - The UI isn’t perfect by any stretch. We would like to get a more intuitive and ergonomic UI system implemented.

Stealth / Combat - New animations to allow for stealth mechanics (looking round corners, crouching behind walls, cover etc) as well as a rewrite of the combat system to leverage new animations to make combat more involved, intuitive and fluid.

We’ve been aiming for these to be completed by the end of the year, but as it seems the end of the year is looming toward us like an unstoppable army of the undead, it seems more likely it will fall into Q1 next year. However, this too is not set in stone. We tend to avoid ETAs because Early Access development in particular is often filled with unknowns and we want to ensure we get these highly anticipated features right.

In the meantime however we will continue to update the game and provide new features for our community to play with. One of our developers full time responsibility is providing frequent and new items, crafting recipes, skills and survival gameplay elements to fill out any holes in gameplay, and provide frequent feature rich game updates in line with community feedback, while the other developers focus on finishing these specific remaining major features.

What about after 1.0?

At this point, once we feel we have fulfilled every promise we gave when the Project Zomboid site first launched (except the last one, ahem, ignore that. Absolutely no one wanted that, it turned out), as well as the extra things detailed above, and the game is sufficiently polished and bug free, we will launch the game as 1.0 and leave Early Access.

What happens at this point depends entirely on whether the game is making money or not, but given the past solid performance of the game we see no reason why it shouldn’t be. Several developers within the team will likely start exploring our second project at this point, however we have dedicated and passionate developers who were brought into the company via the Project Zomboid modding community, emotionally invested in the game, who are already a big part of the development and communicating with the community. As long as Project Zomboid is making enough to support their continued development of the game, and they are happy to continue working on it (which seems likely), we will continue making Project Zomboid indefinitely as long as there is interest.

That all said, we can’t make any solid promises beyond the 1.0 mark, however there are countless things we would love to do that go way beyond 1.0 and sales make us confident that we’ll get the opportunity to explore them. Truth be told, given that it was Zomboid that put the money in the bank in the first place, as long as our company is secure and we can fund any other project's development comfortably, it's very probable we'd be willing to put some money back into the game beyond the point it's sustaining itself if there are any features in particular we can't bear to leave out of the game.”

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 (34)

October 20

All the Small Things

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

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

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

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

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

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

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

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

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

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

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

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

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

Ubuntu server hosts can check here:

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

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

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

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

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

10 comments Read more

October 13

29: Going Live

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

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

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

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

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

38 comments Read more
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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 – your continued survival relies on your own cunning, luck and ability to evade a relentless horde.

Current Features

  • Hard-core Sandbox Zombie Survival Game with a focus on realistic survival.
  • Online multiplayer survival with persistent player run servers.
  • Full line of sight system and real-time lighting, sound and visibility mechanics. Hide in the shadows, keep quiet and keep the lights off at night, or at least hang sheets over the windows.
  • Vast and growing map (loosely based on a real world location) for you to explore, loot and set up your fortress. Check out Blindcoder’s map project:
  • Use tools and items to craft weapons, barricade and cook. You can even build zombie proof forts by chopping trees, sawing wood and scavenging supplies.
  • Deal with depression, boredom, hunger, thirst and illness while trying to survive.
  • Day turns to night. The electricity falters. Hordes migrate. Winter draws in. Society is in freefall.
  • Farming, trapping, fishing, carpentry, character customization, skills and perks that develop based on what you do in-game.
  • Hundreds of zombies with swarm mechanics and in-depth visual and hearing systems.
  • Proper zombies that don’t run. (Unless you tell them to in the sandbox menu).
  • A ton of amazing atmospheric music tracks by the prodigy that is Zach Beever.
  • Instant action ‘Last Stand’ mode, on top of our Sandbox and Survival
  • Full, open and powerful Lua modding support.

    We’re a small team at the moment, but we’re also committed to providing the following:

    planned Features:

  • The return of our PZ Stories mode that also serves as first ever tutorial actively trying to kill you at every turn. Kate and Baldspot return!
  • In-depth and varied NPC encounters driven in a persistent world, powered by a metagame system that turns each play-through into your very own zombie survival movie with emergent narrative gameplay.
  • Engine upgrade to make the most of your graphics card as well as your processor
  • Constant expansion of the countryside and cities around Muldraugh and West Point
  • Full wilderness survival systems, animals and hunting for food.
  • More items, crafting recipes, weapons and gameplay systems.
  • Steam Workshop and Achievements support
  • Game pad support
  • Local 4 player split-screen co-op

For more details on the game visit or follow us on @theindiestone or visit

A huge thanks to the wonderful MathasGames and Dean Cutty for making the awesome intro video. If you love indie games their channels are well worth a sub.

System Requirements

    • Nb. This is an Early Access game. A demo has been provided so you can be sure the game runs on your set-up to your satisfaction.

      Radeon 4xxx series (or below) graphics cards and Windows 8 may have issues. Please make sure to try the demo before purchasing!

    • OS: Windows XP, Vista, 7
    • Processor: Intel 2.77GHz Dual Core
    • Memory: 2Gb Ram
    • Hard Disk Space: 1.23gig
    • Video Card: OpenGL 2.1 compatible dedicated graphics card
    • Sound: OpenAL compatible sound card
    • Nb. This is an Early Access game. A demo has been provided so you can be sure the game runs on your set-up to your satisfaction.

    • OS: OS X Snow Leopard 10.6.3, or later.
    • Processor: Intel 2.77GHz Dual Core
    • Memory: 2Gb Ram
    • Hard Disk Space: 1.23gig
    • Video Card: OpenGL 2.1 compatible dedicated graphics card
    • Sound: OpenAL compatible sound card
    • Nb. This is an Early Access game. A demo has been provided so you can be sure the game runs on your set-up to your satisfaction.

    • Processor: Intel 2.77GHz Dual Core
    • Memory: 2Gb Ram
    • Hard Disk Space: 1.23gig
    • Video Card: OpenGL 2.1 compatible dedicated graphics card
    • Sound: OpenAL compatible sound card
Helpful customer reviews
18 of 20 people (90%) found this review helpful
39.5 hrs on record
Early Access Review
This is a text I sent to my wife: "I played Project Zomboid for seven hours last night. I killed eighty zombies, looted multiple residents and businesses, survived in the wild and constructed a safe house. AT the end I died because I put a tv dinner in the oven and went to sleep, I woke up to the house in flames and burned alive. I've decided this is the best life simulator I've ever played and proves I need a wife to survive." 10/10. Can't wait for more content.
Posted: October 8
Was this review helpful? Yes No
10 of 12 people (83%) found this review helpful
2.0 hrs on record
Early Access Review
Better than DayZ in my opinion.
Posted: October 7
Was this review helpful? Yes No
7 of 7 people (100%) found this review helpful
82.8 hrs on record
Early Access Review
Do you like the anxious feeling of looting an abandoned home for supplies while the undead horde clambers in through the windows, hot on your heels?

Do you want to pray for rainfall on your wilting cabbage crops as you nurse your last can of baked beans before starvation sets in?

Do you sometimes wish you could wake in the middle of the night only to find your fort has been breached by zombies as you slept, and now they have every door and window surrounded?

Maybe you get your kicks running down empty streets, clutching your wounds and praying you didn't catch the virus from one bungled encounter.

If any of this is appealing then Project Zomboid is for you! Remember, you will all eventually die.
Posted: October 3
Was this review helpful? Yes No
8 of 9 people (89%) found this review helpful
4.9 hrs on record
Early Access Review
Project Zomboid is a great sandbox Zombie survival game, it's actually more of a zombie survival simulator as the attention to detail is far better than most games of this genre.
Watch my review here
Posted: October 3
Was this review helpful? Yes No
8 of 9 people (89%) found this review helpful
18.5 hrs on record
Early Access Review
This game interested me for a while before I finally bought it. I have to say it's well worth the 15 bucks I spent. The atmosphere is amazing. When I play I usually turn off all lights, and then use a headset for a full immersion experience. I love the fact that you make the story as you go along. I haven't played for very long, but with that said I will be playing this game a ton from here on out. In my last play through I lived 16 days. I found a huge warehouse surrounded by loads of zombies. I cleared them out for a full in game day. Finally when I was done I searched the warehouse. The power was off by this time in the game. I was stumbling around in the dark as I forgot my flashlight. I went to the 2nd floor trying to find a bed or couch to sleep as I was exausted. I thought I saw a door......well was no door was a railing. Fell to first floor and got stuck behind crates with a broken leg. Eventually I died as I couldn't move. I killed over 200 zombies, secured my safehouse area, gathered enough food and water to last me a month in game time, and the thing that kills me is that. This game is amazing! 10/10
Posted: October 15
Was this review helpful? Yes No
11 of 15 people (73%) found this review helpful
52.6 hrs on record
Early Access Review
died due to overcooked meat after survived for 9 months

Posted: October 4
Was this review helpful? Yes No
6 of 6 people (100%) found this review helpful
5.5 hrs on record
Early Access Review
So I bought this game when it was on sale and decided to write a review about it.
I need to say that the devs did a great job on PZ. This game is for people who really want to survive, not just to shoot some zombies in the head.

What I really like from this game:
- Survival is very hard
- Every thing you do has consequences
- It gets better every update
- You really need to take some time with what you do
- The world is very interactive
- Everything CAN go wrong

What I think that could have been better:
- More options in the sandbox mode, since it really just stays survival but easier or harder
- The multiplayer really still needs some work ( But they are working on it)

So if you like really hard survival games and realism, pick this game up
Posted: October 14
Was this review helpful? Yes No
5 of 5 people (100%) found this review helpful
3.9 hrs on record
Early Access Review
Okay this game is one of the best examples of how a indie-game company should make their games. there are so many reasons why this game is so fun.

It Truly captures the feeling how it would be out there if a zombie apacolypse ever broke out. The game doesnt even suggest survival. I't simply asks the question "how long can you survive?" This is one of those games that just seem impossible, but as you figure it out and you die and you die, you notice that each time you survive a little longer. you learn from the mistakes you make and the feeling you get from that is really rewarding.

As for the game machanics itself, when i was playing it I almost forgot it was still in Early Acces.

Posted: October 14
Was this review helpful? Yes No
4 of 4 people (100%) found this review helpful
11.4 hrs on record
Early Access Review
Good game that is updated regularlly and incorperates player mods into the actually full game. It is good to have a different type of Zombie game then the norm. It is pretty hardcore. You can really change the zombies to either slow movers low damage like Dead Rising or you can have fast, 28 days/weeks later I Am Legend zombies. Play your way, be a nomad, or take over a building as a base, or make a campsite in the woods away from the zombies.
Posted: October 5
Was this review helpful? Yes No
4 of 4 people (100%) found this review helpful
2.7 hrs on record
Early Access Review
At first glance this game looks relatively simplistic, a simple art style in a sandbox zombie game. But this game has incredible depth. Managing your various states whether you are hungry or thirsty, in a state of panic or anger, wet or overheated, encumbered, sleepy, sick and much much more.

This game is tough, the procedural generation makes each play through unique and can be your best friend or your worst enemy. You might load into a house with an axe and a pistol or you could be heading out armed with a spoon or fork and this is what makes this game great.

Each game feels like a real survivors story, you are not a hero, you are just trying to stay alive as long as you can before meeting your untimely demise.

I am excited for future development of this game and the new features promised look to improve this great game even further.

As for the bad, my only current complaint is the multiplayer system. Hosting a server is a nightmare to do and a server tool or using steam would greatly improve this issue aside from that I am enjoying the game and hope they create a better multiplayer option soon.
Posted: October 8
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4 of 4 people (100%) found this review helpful
65.1 hrs on record
Early Access Review
Project Zomboid is the BEST ZOMBIE APOCALYPSE game i've play...period!!
Posted: October 8
Was this review helpful? Yes No
5 of 6 people (83%) found this review helpful
11.6 hrs on record
Early Access Review
With geeks outside my door, I barricaded myself in and read a book I couldn't understand until I died. - 10/10
Posted: October 5
Was this review helpful? Yes No
3 of 3 people (100%) found this review helpful
4.5 hrs on record
Early Access Review
This game is different to alot of other Zombie survival games, and thats what I love about Project Zomboid! Unlike most Zombie survival games, zombies are a real danger and you always have to think before you act. You always have to question what you are about to do. Should I go out and scavange at night? Or should I just stay inside, starve, but be safe? The zombies are very dangerous and can take you out easily. And even with a weapon, only 2 or 3 zombies could end you.
And when you get bit, Well... You're screwed.
Posted: October 3
Was this review helpful? Yes No
3 of 3 people (100%) found this review helpful
28.1 hrs on record
Early Access Review
I feel like this is one of the only zombie survival games with actual active developers. They keep the community up to day and release updates consistently. I also feel like they can do way more with the game/engine as well.

As for gameplay, it's fun at first, but some things can get stale after a while. This will force you to play differently and explore your options. As of now, you can make a base, farm crops, and fish. Water and electricity will shut down after a period of time, forcing you to rely on yourself for resources. Fighting zombies is fun, yet very risky. All it takes is one scratch or bite to become infected.

I thought the multiplayer had potential, but I wasn't a huge fan of the execution. Joining a server for the first time can be difficult depending on what kind of server it is. There isn't a lot of food, and chances are enough time has passed for water and electricity to be nonexistent. I think this game shines most with singleplayer and co-op, and the addition of promised npcs will make it twice as much fun.

Definitely a good game for the price. If you put it down for a while, you'll probably come back to 2 or 3 updates to explore.
Posted: September 27
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3 of 3 people (100%) found this review helpful
4.6 hrs on record
Early Access Review
This is how you died.

The entirety of the game is how you died. There is a mystery as to why the zombie outbreak occurred, and you might even find some answers before you die. Ultimately though, Project Zomboid does not represent an against-all-odds struggle where you overcome the undead. Instead, after dying, every subsequent playthrough just lets you survive a little longer, do a little better, and learn a little more.

Death can come in many, many ways. You have to manage needs, similar to The Sims . You need to eat, sleep, and even need to rest your legs if you're running around too much . You aren't able to see meters that indicate your exact state, but moodlets will appear to let you know exactly what your character is thinking or feeling at any given time. Injuries are common, so if you're scratched or bitten by a zombie, you better tend to them quickly.

The town is populated by other survivors and looters, some just as desperate as you. Everyone is scared by the thousands of zombies roaming the city, and a looter just might find you and put a shotgun round in your chest as he takes your food and other supplies. Scripted events like this will keep you on your toes, but with every failure comes the chance to prepare a little better for next time.

The zombies themselves are the slow and lumbering kind. You can fairly easily outrun them, but they are legion, and don't easily forget. They are attracted by blood and noise, and all it takes is a single mistake to advertise your location to the horde. You've never had to think in so many different directions and cover your butt in so many different ways before. As a result, every moment is exciting because you never know what lurks around the corner and whether you missed that one thing that will give away your position. Getting into a routine and locking down your safehouse will be just as important as finding food and scavenging for weapons.

Crafting is also a large part of Project Zomboid. At the moment, your character already "knows" the recipes needed to create objects to help him: combining a can opener, a can of soup, and a pot results in a big pot of edible soup, for example. Cooking will eventually be part of the game as well, adding another layer of complexity to basic survival; after all, you don't want to be suffering from food poisoning due to eating undercooked meat if you're being chased down by zombies.

Overall, well worth a buy. It's easy to see that Project Zomboid has potential and lots of merits.

Recommended, 9/10.
Posted: October 23
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4 of 5 people (80%) found this review helpful
63.4 hrs on record
Early Access Review
An entertaining way of simulating what you would do, and where you would go in an apocalyptic zombie infestation. You are the towns exterminator. All of your working days spent having never received the respect you deserve, and the sadistic feeling you know well from killing "pests." Now you can eliminate those same vermin who never showed you kindness or friendliness, as well as capture any and all spiffo's.

My personal favorite things to do in project zomboid: Burn down houses. Board up schools. Drag dead zombies into buildings to create a macabre picture while listening to Ludwig Van Beethoven's 9th Symphony.
Posted: September 24
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2 of 2 people (100%) found this review helpful
39.0 hrs on record
Early Access Review
I didn't expect much, but wow, this game is awesome! I love the challenge it offers. One of my top five favourite zombie survival games.
Posted: October 14
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2 of 2 people (100%) found this review helpful
6.7 hrs on record
Early Access Review
Best zombie survival game ive ever played, no other game has captured the zombie apocalypse like PZ has.
-Every building is enterable (if thats a word)
-Character customization, and even though your character cant be customized much the system is still there and i can only guess that this will be improved when the game is 100% finished
-Mod support
-Crafting, everything from rope made out of t-shirts to spiked baseball bats to a rain catcher barrel, there is quite a few things to build, but more things are added with each update so again, this will be imporved when the game is complete
-Ability to build your own safezone's, outposts or what ever you want to call them, this has to be my faveorite part of the game, you can build a massive fort and have a farm, irrigation system (mod), water catching barrels and much more
-there is a ♥♥♥♥ TON of zombies in game, and its always a challenge when trying to escape them.
-you can choose what type of zombies you are up against. You can have the 28 days later/dawn of the dead zombies or have the more traditional walking/shuffling zombies, which are still pretty tough.
-Survival is challenging, you need to cook food, drink, keep warm, keep cool (depending on the weather) keep yourself occupied so you dont become bored, keep your spirits high so you dont become depressed and you will need to keep you guy or gal calm so they dont have an anxiety attack and become panicked
-Klling the zombies is fun especially when they have been chasing you for an hour straight and have injured you, its so satisfying getting revenge on the ♥♥♥♥♥♥♥s
-The world is alive, which means you will here Choppers, gunshots etc. in the background of the game which can affect you by either luring zombies to you or luring them away from you, this is called the "beta game"
-You become attached to your character even though customization is limited you still feel for them and when they die after playing them for a long time, it hits you right in the feels, especially if they get drunk and tell you that they "love you" numerous times.....its sad

-No NPC survivors, although it has been said they will be added in a future update
-No abandonned cars or other vehicles on the road, this just may be me but it makes the world look a little empty and weird
-Camera can get a tad annoying at times
-There was one bug where i could not kill a zombie, it was literally indestructible, but ive only had it once

No other con's to this game, hands down the best zombie survival game around and its not even fully finished yet so it can only get better.
get this game, its worth the buy.
Posted: October 11
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2 of 2 people (100%) found this review helpful
34.7 hrs on record
Early Access Review
>woke up
>♥♥♥♥ my pants
>got out of bed
>got depressed
>drank bleach
>tfw no gf.png
>"you have survived 6 hours"

Posted: October 5
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2 of 2 people (100%) found this review helpful
3.2 hrs on record
Early Access Review
on my first night i shoved a fridge's worth of food into my pockets and then drank two bottles of bleach
Posted: October 6
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