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 (326 reviews) - 84% of the 326 user reviews in the last 30 days are positive.
Very Positive (12,155 reviews) - 91% of the 12,155 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 (127)

July 18

Die in Style

Hey Mondoideers! (Yes, that’s Mondoid, not Monoid!)

One big factor we’re wanting to nail with the clothing update is variety and customization. With the new overlay system it allows us to do some funky stuff to vastly increase the variety in clothing with little cost.

Bear in mind that the logos shown are temporary and just present for a lowly art challenged programmer to test the system, and we’ll likely be getting less Spiffo / TIS / Romain-centric logos in the final version. Also some of the colours picked by the system are a little clashy at the moment as the system hasn’t had colour-complementary fashion sense programmed into its synapses.

With just a few templates at present that will no doubt expand before release, we can already composite them together in different combinations to allow for a multitude of designs and patterns for t-shirts, tracksuits, coats or any other item of clothing. Along with decal logos and the like, of which one thing we’d love to do is allow these textures to be transmitted to servers in multiplayer games, allowing players to take their own clothing designs with their characters to add some extra identity (and also give people some unique things to pick up off their dead corpses, as well as making their zombie selves more instantly identifiable in the event of them turning). However it’s unlikely that this feature would make it into the initial version since we already have plenty on our plate getting the new animation system and clothing update ready for launch.

Meanwhile, RJ has been finishing off the welding system within the metalworking overhaul, although the smelting aspect of the metalworking build is still getting a lot of discussion and it’s not clear if this particular aspect will make it into the next version, as the system is constantly under debate and scrutiny from the team to make sure we avoid the game becoming too unrealistic and ‘Minecrafty’–which was something a lot of our community were concerned about previously, and this is a concern we take seriously.

In addition to the welding, RJ has been working on new sleeping events and balances detailed in previous Mondoids, and it is now sat in closed testing alongside Tim and Mash’s awesome new jumbo trees and numerous other fixes and balances. Nutrition has also been changed a bit, specifically balancing to have a more linear progression of the weight gain/loss instead of steps depending on your weight trait (obese, skinny etc) which should help balance out the system to the point that it could be activated for Survival mode. We’re getting feedback from a few testers and fixing any of the more serious issues that crop up before it could potentially see the wider world outside in IWBUMs.

Once released to IWBUMs it will likely remain in there for a while until animation update is ready to join the features already there, or if it feels stable soon after we’ll push it out to everyone and start a new IWBUMs for the anims. Whichever comes first.

Elsewhere in Zomboidland, Turbo is working on a catch all system for handling multimedia recordings for stuff like hi-fis, videos, arcades, tape recorders and possibly computers. This will be able to tie into the overhaul he’s currently doing to the entertainment and boredom systems in the game, as well as giving us a lot of options to extend the lore in the game, and plenty of fun opportunities for players in multiplayer to leave or transmit looped recordings for others to find. This is something we hope to integrate into the VOIP system when that lands, but of course lots of consideration will be needed into how the data from this will be managed and how much of a strain this could pose to servers, so we’ll need to see where we stand on that when the time comes.

This week’s featured image by Легенда on that there Steam.
The Block of Italicised Text would like to direct your attention to the PZ Wiki should you feel like editing or amending something, and the  PZ Mailing List that can send blogs like this and patch notes direct to your mailbox. We also live on Twitter right here! Okay thanks bye!

52 comments Read more

July 11

Night Terrors

Hi there survivors. Work continues on the animation, combat, blood, gore and clothing systems that will, in turn, unlock the implementation of our final primary game features. We’ve had new textures going into the system (different clothing, like long-sleeved shirts) but most of the work has been under the hood, so this week’s Mondoid isn’t quite the blow-out that the last one was.

That said, we’re expecting an internal test build of nu-nutrition, metalwork and sleep systems fairly soon, which will then be released to the community in an IWBUMS for testing and balance feedback. (Please note that, at the time of writing, this hasn’t been merged with the animation system, though, which still requires tinkering.

As such let’s turn to what RJ and Turbo are up to, which is primarily in turning a spotlight onto longstanding features to bring some added spice to survival.


In RJ’s case, we wanted to get back to the feeling that falling asleep in the zombie apocalypse is a dangerous thing to do, just as it was back in the earliest builds of PZ. As such this week RJ has been coding in a reduced player control on when you’re actually able to sleep (so if you’re anxious or in pain you might require sleeping pills) and also removing control from what time you actually wake up in SP and local co-op.

RJ has also been inside the Sadistic AI Director so that he can better govern zombie movement and intrusions while you’re sleeping. “Basically, if you’re going to sleep in the next build then you need to be extra-sure that the TV is off, the curtains are closed and the lights are off.” he explained, when he received his weekly Mondoid prod. “We’re looking into zombie behaviour a bit, and buildings with zombies outside and have light showing or sounds audible could attract attention. These events will be rare, but enough to keep you on edge – just as anxious characters might wake in the middle of the night now.”

“My next job will be to remove the choice of how much time you want to sleep, and adding a working alarm clock system for you, and maybe your nearby co-sleepers. You might want to be careful to turn the alarm off if you waking up early and go off scavenging with your clock in your backpack, though!”

In terms of general tweaks from community suggestions and improvements it’s also worth noting that in the next build RJ has also coded in some nerfs to the Lucky trait (abundant Spiffo plushies will be no more L ), some extra and more easily identifiable skill books where they were previously lacking, a bunch of new items relevant to metalwork, more world-filler to flesh out your shelf space and the ability to turn off helicopter/gunshot meta-game events in your sandbox options.


While he waits for more community radio/TV translation work to roll in (Russian is in the works!) Turbo is currently working on ways to tie the system closer to gameplay through their impact on the boredom moodle, and then the boredom moodle’s impact on the player. As we’ve mentioned before, we also need to finish off the work that sees XP/recipes learned from certain shows.

He’s also working on improving the visual/audio aspect of this system to make it feel like a bigger part of the game world. As a test-bed for this, here’s a rough and ready (and very WIP!)vid of a community suggestion that came up when thinking of ways to make the game feel a bit more 90s.


Finally, a public service announcement. Blindcoder’s amazing PZ map project has a new home at, so it’s all nice and official – albeit still under the strict custodianship of Mister Blindcoder. There’s still work to be done on the 2x overlays for some of the community maps, but BC is happy to throw the doors open to the general public and asks for any issues to be reported on the PZ forums. As ever, our eternal thanks go out to Benjamin and his amazing work on this.

This week’s featured image by Spot on your Steam service over there.The Block of Italicised Text would like to direct your attention to the PZ Wiki should you feel like editing or amending something, and the PZ Mailing List that can send blogs like this and patch notes directly to your mailbox. We also live on Twitter right here!
Okay thanks bye!

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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
Customer reviews
Customer Review system updated! Learn more
Very Positive (326 reviews)
Very Positive (12,155 reviews)
Recently Posted
( 44.9 hrs on record )
Early Access Review
Posted: July 23
The Problem With NPC'S

Although most people complain about the NPC's Transports and the UI which I personally Love, now look NPC's is needed but I can't even think how they will bring MEANINGFUL npc's that aren't Hostile, how will they help you? How will they help you without getting in your way? This is a realistic experience not one like Dead rising, Hostile NPC's are probably gonna be alot easier then the Friendly ones. Friendly ones could help farming? How will they help you loot? Will they help you loot at all? Many people forget about how a game like this is not suppose to encourage you to survive but thrive, look I understand the complaining about the NPC's, but am sure they already working on it and have been. Please just think without your SMALL pea headed brain, and think for a minute "OH WAIT HOW WILL NPC'S WORK?" because it isn't gonna be this great thing where the NPC'S will help you loot! And they will help you farm and trap even fish! Even though those things like looting will encourage the AI to you know maybe attract zombies? And besides farming and trapping and fishing is very possible, the NPC's will have to depend on you 10 times out of 10. Hostile NPC's are probably further into developement then the Friendly NPC's since there alot easier to make, like bandits they will probably raid your base's or try to attack you, alot simpler. It takes alot longer with a Semi-Small Development team to make a fully fleged game with NPC's Transports, and more.

Really just wanted to talk about the ♥♥♥♥ing Dumbass's who think that the AI is takkkinng waayyy tooo longgg to make despite them not think about the basics of them, and if certain NPC's should be even added at all.
Helpful? Yes No Funny
( 36.7 hrs on record )
Early Access Review
Posted: July 23
Helpful? Yes No Funny
Victor Hugo
( 3.1 hrs on record )
Early Access Review
Posted: July 23
The game is far tooo hard for newbies, doesn't have any adequate guidance or a tutorial. Too much realism, that actally interfers and is simpy not needed. The game is too long in development...come on, even No man's sky is going to be released.
No quests
No transport
the UI is really crappy
It seems the game is not going to get out of EA, devs don't do much to somehow bring te game closer to release.
Helpful? Yes No Funny
( 87.4 hrs on record )
Early Access Review
Posted: July 23
> Start up game
> Jump on a server with a friend
> Begin our epic journey
> Start raiding houses with friend
> get mad loot
> made a base in the bar
> friend goes on supplie run
> Friend runs back home yelling "Dude get a weapon now!"
> Run out side, see a congo line of zombies behind my friend
> Try to kill them all, they keep coming
> They force us back inside and began tearing the base up
> I have an idea! *Makes molotov cocktail
> Goes outside and throws it into the ocean of zombies
> Zombies catch on fire but don't die
> Now we have F***ing flaming zombies
> Zombies break in, set house on fire
> Me and my friend accept our fate.
> Both get eaten/burned alive

10/10 Would get killed by ocean of flaming zombies again.
Helpful? Yes No Funny
Foxy Roxi
( 152.0 hrs on record )
Early Access Review
Posted: July 22
I join a server with a friend.
While he goes looting I make tomato stew.
I add bleach to the stew.
I attempt to give my friend the stew.
I accidently drink it all.
I die.

11/10 would fail at posioning my friend again.
Helpful? Yes No Funny
( 67.1 hrs on record )
Early Access Review
Posted: July 21
Product received for free
This game is so painfully realistic that it completely immerses you, and just like real life it is really brutal.
Helpful? Yes No Funny
( 23.6 hrs on record )
Early Access Review
Posted: July 21
This game has so much to offer in the game industry. It has been a bit slow updating but thats what you would expect for such big updates. I have never lost intrest in the things you can do. SO MANY OPTIONS. Barraciade a house? NAW! Build yout OWN BASE. Kill that survivor on that server your playing? NAW! Befriend him and make a base TOGETHER! I cant stress it enough PLAY THIS GAME! And with the upcoming updates like 34 and 35 it looks like its going to be great. (Plus they have a cute mascott ;) )
Helpful? Yes No Funny
( 1.2 hrs on record )
Early Access Review
Posted: July 21
ok i can even get this to run with oor with out mods a am really close to wanting my money back right know but while what a bit on that
Helpful? Yes No Funny
( 12.8 hrs on record )
Early Access Review
Posted: July 20
---Bought game---[Short Review]

-Made my guy

-looted house I spawned in

-walked outside

-got bit by zombie that was around a corner

-got infected

-walked inside another house

-found bleach

-drank bleach

-Took the easy way out

10/10 Game---> Would Take The Easy Way Out Again [In depth review Below]

Also for what stage it's at now and how they plan on adding more weapons because "It is America after all" and NPCs this game is the best open-world zombie game you can find. Sure theres mods for Arma 3 and Arma 2 and DayZ stand alone, but who wants to buy a $60 game just for Zombie mods? All those are great games don't get me wrong but this game is only $15 and you have so many different choices to make, such as, what kind of person you want to be - Criminal, Police Officer, Carpenter, etc- and these all give you different advantages that are helpful can also build and base any where on the map, inside any house, any building, maybe in the middle of the street even (Not Recomended) But this games building, looting, charactor creating, and graphics are the best you will find (graphics as in 8-bit type that won't lag the crappiest of laptops or PCs)

So you want to know if this is worth $15? Hahahahaha....honestly its worth around $30...the game is a lot of fun playing alone...or get a friend and have even more fun playing now is pretty big alone but they are still working on it so I can only hope they make it bigger and add more.

Helpful? Yes No Funny
( 70.0 hrs on record )
Early Access Review
Posted: July 20
Project Zomboid is a refreshing gem in the survival game genre.

When I bought this game in 2011, long before steam greenlight, I stumbled upon this game on YouTube.
It was far from what you have seen before, the closest thing to it at the time was minecraft.
The developers humble about their little project.

Back then the map was tiny, weapons did not exist in the quantity they do now, the food system we have now did not exist, multiplayer was a massive requested feature but was thought to never happen, there was no progression system the graphics were odd, you get the idea it was not a big game.

Now, after 5 years a lot has changed, it has become quite a survival game.

Since the steam review section consists mainly out of overused memes, people complaining about their PC not being able to handle the games and people ranting with 1000 hours that the game sucks I will post more of an introduction than a review. I will of course say what is good and what is missing but I will focus on it more in detail than a short review would.

At the bottom I will sum everything up with a TL;DR

What makes the game good?

Its combat system:

Overall the combat system is satisfying.
You don't feel too strong or too weak. Your character feels like he is hitting bodies made out of bone and flesh, not bodies made out of papiermâché or not rocks like in other games.

    There are three different types of combat:
  • Blunt
  • Blade
  • Raged

  1. Blunt consists out of bats, spiked bats and sledgehammers
  2. Blade consists out of Knives and Axes
  3. Ranged consists out of Pistols, Shotguns and Rifles
If enemies get too close (hugging close) an axe won't do much damage a knife however will. A blunt weapon is efficient as long as the enemy is in reach however, it won't do as much damage as a close ranged knife or an axe.

Guns do good amount of damage if the enemy is at the right distance. If the enemy gets in melee range it won't be nearly as accurate as if he is a few meters away.

Axes have a sweet spot where the blade contacts with the enemy where they will be the most efficient. If you swing too much your character won't hit as hard.

Mood and Needs:

Your character of course does not stroll through the zombie apocalypse like it's nothing, under all those pixels he also had emotions and needs which this game wants to deliver to you.

Your character can feel a variety of things which affect his combat and health.

Your character can feel pain, sadness, nausea, panic, sadness, boredom, hunger and thirst, exhaustion, tiredness and temperature.

All these affect you somehow, pain and panic for example can reduce your accuracy with weapons, if you are in great pain you won't be able to sleep.
Hunger and thirst obviously will kill you if they get to great.
Boredom and Sadness don't do ♥♥♥♥ but change the appearance of the world (it becomes darker), in the future however they will play a bigger role.
Nausea makes you recover less if injured or if you get really sick by eating that month old lasagne then you may die.
Exhaustion makes you a slow weakling.
Tiredness reduces your awareness and ultimately makes you collapse on the street if it gets too bad.

Your character can defeat zombies, that means he is also able to overcome his emotions. here are some examples.
If you are in great pain you can take pain killers.
If you are bored you can go outside, mom will be proud or get drunk dad will be proud . He can also read or something.
If you are tired you can drink a coffee, you can also use the ancient chinese trading secret method of sleeping.
If you are thirsty you can drink out of the toilet bowel, and so on.

Your character also adapts over time, he is less prone to panic the longer he is around zombies and is not so emotionally impacted after seeing corpses all day.

What about progression and stats?

Project Zomboid lets your character develope over his lifetime and you get to already influence your character's skills and talents while you are creating him.

While creating your character, you can chose his pre-apocalypse profession and his traits, the higher the benefits of these professions the less points you can spend on other traits.
There are many traits and professions so I will only give one example.
You want your character to be able to build objects that can actually stand? Then you can pick carpender, this gives your character more experience in carpentry allowing him to build more complex objects right off the bat.

If your character does something often, he will gain more experience and gain level, this can improve how efficient your character with the knife on the field, or in the kitchen and much more.

How much can you control in the environment?

Your character can farm, build, and scavenge.
If you don't want to starve then you need to plant food, if you don't want to get killed by a horde then you need to be able to build sturdy houses and if you want tools you need to scavenge for rocks to build tools.

There are many differnt crops that you get to plant, you need to plow the soil, water them regularly and make sure no one steps on them.

For building there are many different structures to chose from, the things you build become more sturdy the more expereience you have. This can been seen not just by their hitpoints but also visually.


Project Zomboid is a game that is challenging for new players but once you get the hang of it, it gets pretty easy.
After a month of playing the electricity and water supply will turn off because the power plant will get over run. This forces the player to find a well in the middle of nowhere to obtain more water or to drink out of every toilet bowel in the city. Since there is no power you can not refrigerate anymore, meaning you will have plant food yourself.
There is no greater goal to accomplish but not dying which truly makes this game a survival game, this can get boring over time.

There are things to still be added:

A much requested feature are NPC, they once were in the game (around 2012) however the developers found that they simply were not smart enough, so they removed them. Since then they have been working on them and other projects so they won't blow ♥♥♥ once they are in the game, people simply have to be patient.
Other things like generators a nutricion system is coming too, so don't you dare think that the developers have become lazy. The fact that these guys are still dedicated to this game after such a long time (this being their first project) is very comforting to know. They are also remaking the visuals and combat system for the third time to make it even better, you can check their YouTube channel for some footage of that. They always have new ideas and mods can also improve on the experience. (Here is my favorit one as an example)

There are things I can not mention because of the character limit on steam, like the map editor for example.

Project Zomboid is a game with a great atmosphere. With a satisfying combat system, needs and moods, alongside a trait and experience system and a great soundtrack, it succeeds at delivering an entertaining experience.
The game still has not reached full replay value since you are all alone but if you buy a copy with a friend it will definitely last you a lot of hours, don't let that shy you away however since even alone this game will deliver.
Since patches come regularly with the developers listening and interacting with the community on their forum I can only recommend this as an early access.
Helpful? Yes No Funny
Most Helpful Reviews  In the past 30 days
44 of 51 people (86%) found this review helpful
42 people found this review funny
3.7 hrs on record
Early Access Review
Posted: June 25
Download this cool looking game.
Decide to play multiplayer because it sounded cool.
Join reddits server, 34 members.
House I spawned in has already been looted.
Find a cool person outside, says they dont know what their doing, I dont either so we follow each other.
Find a ♥♥♥♥ ton of loot. Loaded up with enough supplies to survive for weeks, find an abandoned base and explore for fun.
Friend goes upstairs, falls off
Broken leg, we start searching around for meds.
Go onto roof to look for med, fall off and break my leg.
Stare into his eyes as we both slowly bleed out.
Last thing I see after I die is him taking all of my loot, probably made it out fine.
10/10 would die with a stranger I met an hour ago.
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39 of 49 people (80%) found this review helpful
44 people found this review funny
3.3 hrs on record
Early Access Review
Posted: June 26
> Start up game
> Start up server
> Invite friend
> Loot alone while trying to find friend
> Finally find after 60 minutes, overjoyed
> Raid a lumber complex
> Find axe
> Friend takes axe
> Friend turns on pvp to see if it works
> Hits me with axe twice
> It works, ♥♥♥♥
> Bleeding profoundly
> Check status
> Terminal damage
> ♥♥♥♥ me
> Walk outside, look at the beautiful forest
> Die
> Quit to desktop

10/10, would die to "best" friend again.
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61 of 86 people (71%) found this review helpful
3 people found this review funny
Not Recommended
219.0 hrs on record
Early Access Review
Posted: July 17
dont get me wrong i love this game.. well at least i did, here is why im starting to get annoyed.. having played this almost since the beggining of its gaming life i am finding its additions rather lacking... i jump on every 6 months hoping that NPCs would be introduced.. still not in the game? no worries i can wait, but at least bring back a random survivor, i miss kate so much... even if her dialogue ended after a few lines it still gave that sence that your finding resouces and needed to be brought back home... every house now is just a storage containment unit... but i can wait...

I jump on and see that there adding a food calories section.. ok im starting to worry, why in gods name in a zombie survival game must i worry about my calories? Food quality i understand but am i going to have to start washing hands before i eat? Am i going to start brushing my hair... ok.i get some like that nonsence... but the last straw is seeing i now have to wash my clothes due to blood splatter WTF... this is a zombie survival game and every passing day its just turning into the Sims.

If you havent played it yet, i strongly reccommend you do, but for those of us whom supported this game from the start its becoming a bit of a joke now. What exactly is your aim here lads? are you tring to create true Artificial intelligence before releasing NPCS, and thats what worries me the most, its almost like there vision is bigger than what it should be for this game. I honestly hope they succeed and i will change my downvote when the time comes, but this vote is just to show some displeasure at its direction. Come on guys i have faith in you, add a dog or cat that i can take home .. anything.

Remember the guy in the supermarket with a shotgun.. found a survivor, starts shooting at ya, you panic knowing he is just bringing the horde closer and closer, take him down, loot what you can, run to safety.. that was exciting.. washing my clothes isnt.
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27 of 36 people (75%) found this review helpful
1 person found this review funny
150.8 hrs on record
Early Access Review
Posted: June 24
Project Zomboid is a survival game first, and a zombie game second. Surviving requires resource management and good decision making. Food and water are both important, and within the first month the water supply is cut off and power is gone. One day is an hour of play on default settings for reference. Water sources such as sinks will still hold a bit of water after the water supply is gone, but for the most part it's up to the player to provide for themselves at this point. Most food expires, and this requires planning of when to eat what. There are many interesting mechanics that make surviving fun, such as the ability to freeze foods so they last longer, or growing crops and canning them in summer so they can be used in winter.

Yet, there is still plenty of fun to be had in this game by rushing hordes of zombies while trying to loot a warehouse with powerful weapons and rare construction materials early on. There is a perk system in place that requires players to give themselves negative traits in order to obtain positive ones. This allows for a variety of playstyles. You can create a loud character that has poor senses and is more likely to be seen by zombies, but is incredibly strong and can tackle large amounts of them at once, or create a weaker character that can sneak around easily and survive in the shadows. The immense character options are coupled with the fact that there is a sandbox mode with a healthy amount of options.

Want more zombies? Set the population to very high and watch as they overwhelm you even on the outskirts of town. Don't like how zombies tend to spawn within urban centers? Make them spawn uniformly and you'll find random ones lurking in the woods. The settings also include whether or not to begin with basic supplies, how long it has been since the outbreak began, and how long it will take for the power and water to shut off. There are many more and I encourage anyone who enjoys survival games to pick this one up for themselves and take a look.

All of that being said, it is important to note that Project Zomboid is still in early access. There are some bugs around, and in my opinion the interface is still relatively clunky to use. The game takes some getting used to, but has a big payoff in the long run. The developers have improved the interface in recent builds, and have weekly "Mondoids" where they keep the community up to date on what's what. Development on the game can feel pretty slow at times, we've been periodically promised NPCs that are fellow survivors for several years but they are still not implemented, for example. If you can handle all of this, then by all means I recommend picking up this game, it's worth the price and more.
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18 of 21 people (86%) found this review helpful
13 people found this review funny
38.2 hrs on record
Early Access Review
Posted: July 13
>After a long day of successful looting, enter my house and start putting my new stuff away
>House is now packed to the brim with supplies, over 200 pounds of water, dozens of weapons, and food for months
>Proudly decide to have some porkchop dinner
>Realize I still have stuff in my pack I need to set down, go off to do it
>Decide to have an early night after all my hard work
>Sleep for 9 hours
>Hear an explosion
>Wake up to find my room, and the room where I store my gasoline untouched
>The rest of my house was torched, somehow I was still alive
>The only part that burned down was the half with the rest of my supplies
>2 weeks of ingame work down the drain, with the water and electricity shut off less than two weeks away
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14 of 18 people (78%) found this review helpful
6 people found this review funny
40.3 hrs on record
Early Access Review
Posted: July 15
Yes, this is the hardest zombie survival game out there. No, there is no winning. You only win when you die. Were you expecting a "and he/she lived happily ever after"?

No, there isn't a vaccine or magic potion to heal a zombie bite. You ♥♥♥♥ed up, live with the consequences. Do you want your mama to kiss your boo boo as well?

Yeah, loud noises DO attract the zombies. If you fire a gun, prepare to fire at the entire towns population, because they heard it, and are coming for you.

Oh yes, electricity and water works for now... but if you somehow manage to miraculously survive after 2 months without becoming a human happy meal, that is all shut down now. You better have stockpiled on water. If you haven't, well... let's hope it rains?

Do you have windows in your home? Ahhhhhh, isn't the view great?

No. It ♥♥♥♥ing isn't. cover that ♥♥♥♥ up with sheets, unless you want corpses eating your corpse.

Like I was saying, you don't get a second chance. Sure, the dead are definitely pretty dumb. The only problem is that there are a lot of them. How many zombies would it take to take over your base?





I gues we'll see.
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14 of 19 people (74%) found this review helpful
1 person found this review funny
74.6 hrs on record
Early Access Review
Posted: June 30
Project Zomboid is interesting, and I recommend it, but I'm not sure I can recommend it to everyone.

The basic idea of the game is that it's a simulator that tries to accurately simulate surviving the zombie apocalypse. In this regard it is uncomprimising, going as far as prioritizing realistic(As realistic as you can be with a zombie apocalypse scenario, anyway) and immersive mechanics over stuff that is actually, y'know, strictly about making the game fun to play. This results in a lot of features that are pretty cool in concept, but can end up being frustrating in the context of the game itself, with its sort of clunky strategic top-down gameplay. Here are some examples of this:

-Enemy variety, currently there's just human zombies. No special zombies, no animal zombies, just human zombies with varying degrees of speed and strength. This can get dull and, coupled with the next feature mentioned in this list, makes guns kind of not worth using since melee weapons deal with everything pretty well.
-Anything that makes loud noise attracts zombies, as does any kind of noise in general. No using the gun you spent ages looking for, it's more dangerous than useful.
-The game has a large featureset for building but building also means hauling around heavy objects that put you at max encumbrance, meaning a lot of trips to and from the trees you're harvesting for wood.
-Skills level slowly, progression can take what could be called a "Realistic" amount of simulated time with it being possible to survive for months and years worth of ingame time.
-Zombie infection. This is the big one, being infected slowly but surely kills you and can result from one bite.

Now, all this isn't to say that the game isn't fun to play - it is, but it's the sort of game that appeals more to people who like slow, strategic survival gameplay and anyone who wants a zombie apocalypse sim that prioritizes attention to detail over all else and features possibly the most comprehensive persistent open world used in a zombie or survival game to date. Anyone expecting an actiony/arcadey zombie survival game will end up disappointed.

The only thing I can objectively count as a negative is that melee targeting on corpses will occasionally not work, and I've had a lot of characters ended by having a zombie I'm trying to stomp on stand up inside them and instantly deliver a bite that has something like a 90% infection rate. Be wary of that!

I rate this game 3.5 out of 5 in its current state.
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9 of 12 people (75%) found this review helpful
234.3 hrs on record
Early Access Review
Posted: July 9
Project Zomboid, for me, is the indie survival game success story. In a genre crowded by cheap money grabs and abandoned failures, Project Zomboid has come through as one of my all time favourite games. The Dev's post a weekly blog listing updates in progress and other useful info and the modding community is very much alive. This game has an amazing visual style, a beautiful soundtrack and brilliant sounds. All combine to create a fantastic, immersive and downright depressing atmosphere. I'd say it's 100% worth your money, it's challenging yet fun and manages to really make you care for the little guy you've created who is eventually going to die here.
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7 of 9 people (78%) found this review helpful
188.6 hrs on record
Early Access Review
Posted: July 5
I think this is such an amazing game and I recommend it to others to get it and play. I don't know what is so good about it to make it so fun but mostly the sounds you hear are so convinsing and having a friend with you is cool or playing solo is cool aswell. Going around like you would in real life looking in houses building a base it's all just so outstanding I think you would really love this game.
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3 of 3 people (100%) found this review helpful
67.1 hrs on record
Early Access Review
Posted: July 21
Product received for free
This game is so painfully realistic that it completely immerses you, and just like real life it is really brutal.
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