Project Zomboid is an open-ended zombie-infested sandbox that asks one simple question – how will you die?
User reviews: Very Positive (6,440 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 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, 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.”

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 (42)

December 15

Build Balancin’

Hello brave survivors. First of all, a recap for those who aren’t up to speed with the wonders of Build 30.

*Gravel voice*
“Last time, on Project Zomboid…”
*Exciting music*

Fast cut #1: A pretty lady smokes a cigarillo and looks a bit suspicious.
Fast cut #2: Build 30 is currently undergoing public testing, and you can find out how to join here:

Fast cut #3: A man shouts at an older man about who his real father is.
Fast cut #4: Build 30 contains the integration of TurboTuTone’s Erosion mod, the new medical system and the reintroduction of split-screen co-op.
Fast cut #5: A car drives off a big ramp in slow motion and looks awesome.
Fast cut #6: Build 30.7 was released last Mondoid (see here: tested out some mechanics that would make the game tougher such as our Endurance Revamp and new zombie clumping behaviours – alongside a new shader to make our world look more realistic.
Fast cut #7: The suspicious pretty lady does an evil smile

*Project Zomboid theme tune plays*

Builds 30.8 and 30.9
We recognise that not everyone watches the forums avidly, so here’s a brief recap of new additions. For the full run-down please click through here:

It’s been a really interesting week on our forums as the debate over our new exhaustion system boiled hither and thither – with, we think, a positive result through balancing and making the old system available to everyone via the Sandbox custom options. For a lengthy missive on what we’re doing in terms of Survival mode difficulty then Lemmy’s post on the Steam forums is also a good place to start:

The response was generally favourable, but the new exhaustion system hampered the gameplay of those who play the game with repeated melee swings without charging them up [the avoidance of which we will have to communicate better in future, beyond the Spiffo instruction screen]. As such, 30.8 tied endurance lost through swinging weapons to zombie damage instead – which was a necessary solution, even if it was somewhat at odds with realism. Along with 30.9 we also did a lot of general, running, stabbing and stamina regeneration balancing and are pretty happy with how it plays currently – and indeed the overall community response.

Amidst loads of bug fixing and zombie behaviour revamps, as part of RJ’s ‘Community Suggestion Coding Day’, we also introduced pickling and canning to the game, so vegetables can be given 2-3 months of extra life through cooking them up inside a jar with water, vinegar and sugar. Because we’re big meanies, we also reduced food spawn rates in general though…

Upcoming: Build 30.10
We’re now content locked on Build 30, and as such Build 30.10 will consist of balancing and bug fixing. We’re aiming for this week in terms of release, but ETAs etc etc. We hope that this will then become the public release that makes that big fancypants step out of the IWBUMS beta branch and into the public domain.

We are also sorry to say report that our watermelons might be alcoholic (see, and as such will have to be booze-nerfed.

This week has seen some exciting map work getting underway, as Binky and RingoD began unifying the layout of the new city-approach residential zone with the main map file – more of which [alongside Mash’s cool additions elsewhere] will be covered in a later Mondoid.

Initial work on Build 31 is also on course – alongside Lemmy’s ever-present NPC development and all the other must-haves we require before we break out of Early Access. The focus of the next build will be on stealth – that sneak key is about to get a lot more obvious/relevant – and we already have a build in which it’s possible to hug close to walls and nervously look around corners to provide a view-cone glimpse of what horrors could be shambling nearby. It’s all animated, but still looks a little rough as we haven’t implemented transition anims yet – hopefully we can chuck a video your way when it’s all in though.

Finally, new boy TurboTuTone has brought a really interesting (and complex) design for radio transmissions and broadcasts to the table – which will allow for writer Will’s work to spin out in many interesting new ways. That will be their focus in the run-up to Xmas. Oh, and RJ says there’ll be jam-making in a future build too. Which we’d imagine is something of a survival game first?

Also NEO Scavenger is out today and is awesome and may well appeal to anyone who likes our game. Check it out here!

Until next Mondoid!

This week’s featured screenshot taken by Wick over on Steam.

And once again, we remind you to keep your eyes locked onto the TIS twitter for build updates and testing news, and if you can’t then why not subscribe to our newsletter so that you can have all the PZ goings on sent straight to your email?

20 comments Read more

December 8

Killing You a Build Earlier…

Hello all. Since we’re all busy with trying to get 30 out the door, we’ll just list off a few of the more recent changes we’ve made in IWBUMS 30.7 which should be released around the time of this Mondoid (perhaps a bit after) – We’ve made the decision to bump up the ‘Kill You Before The End Game’ tweaks into build 30 instead of build 31, since a lot of the sandbox options marched us closer to that goal as it was.

Here are a few of the changes we’ve made in IWBUMS .7. Remember they are in IWBUMs for a reason, so since some of these changes are pretty significant, if you have a problem with any of the features please feel free to discuss on the forums as feedback is what we’re after.

Endurance Revamp
Endurance has been a bit annoying for a long time. While trying to simulate the player getting out of breath, instead it just acted as an arbitrary and occasional timer forcing the player to back up for 10 seconds before resuming combat, and did little to add to the fun of the game. As such we’ve redesigned endurance to model general physical exertion over the course of a day. It will increase as you run around, fight, chop down trees and all that other back breaking toil, but will increase at a much slower rate.

However once you’re exerted it will, instead of requiring 10 seconds of stand-still time, affect you for a much more prolonged period of time and require hours of rest, or sleep, to recuperate. The idea being that your endurance now becomes a day long commodity that you don’t want to spend frivolously, and to cap the amount of zombie fighting during a day you can expect to be able to engage in at low fitness skill levels. This is still being balanced so feedback on IWBUMs will be much appreciated.

Shader Changes
We’ve made some changes to the shaders on the game to make for a more moody atmosphere, more realistic saturation and moody contrast. We’ve tweaked light and dark levels and made various changes to make PZ look a bit more moody and atmospheric. Okay, perhaps we were slightly inspired by This War Of Mine, but we’ve tried to be subtle in our inspiration. There may be some who don’t like it, but we ask that you give it a fair chance (it took RJ playing for a while before he decided he preferred it to how it was).

Either way, for this IWBUMs we’ve left not choice in the matter, replacing the shaders on to the new shaders. But in future we’ll look to add different settings for those who prefer the previous more cartoony colouring, and perhaps add a few more visual styles (black and white, vignette etc) since they are really trivial and quick to add. The reason we tweaked this is we felt it was a cheap and quick way we could boost the visuals in the game, make the scene (2D tiles and 3D characters) gel together better, make the world more realistic visually, as well as perhaps reduce the amount of ‘urgh cartoony 2D game’ first impressions that have been one of the biggest barriers to attracting people to the game compared to 3D titles within the same genre.

It’s The Zombie Posse
This is a quite substantial change. Now zombies will clump together in ways you’ve never seen before. Instead of single zombies dotted about (though this will still happen to an extent) zombies will constantly be attracted to each other’s groans and movements, which means you’re much more likely to run into a pack of 5-6 zombies over 5-6 zombies dotted around the area. But unlike the old system of spawning the zombies in groups (which was never convincing) the new zombie clumping happens organically and naturally.

Joypad Auto Zoom
Another thing we’ve not quite got the options working for and might need a little adjusting to, we’d like to give the auto zoom a quick trial. Never fear, in future we’ll add options to disable or override this, but feel it important to joypad controls since at present zooming in and out is pretty cumbersome on joypad. The idea being that when you’re in interiors of buildings, the camera will zoom to maximum zoom. When outside, or when running, it will zoom out to provide the player a better view of their surrounding.

Also when in combat the camera will zoom in to provide the player the ability to see what’s happening. This will all require more tweaking, so feedback would be much appreciated. We’ll get options to switch this on and off in hopefully before the next IWBUMs release, and certainly before 30 goes out on the main branch.

Farming Tweaks
The problem with farming has been that, once you’ve got the necessary kit, it becomes pretty easy to be able to be self sufficient with food. On the other hand the amount of upkeep required for the crops means the player spends a lot of time dealing with them. As such we’ve made two changes to the farming system. First we’ve significantly increased the amount of time it takes to grow crops. Crops are now, as they should, a longer term solution and pushed much further into the late game as to when a player can expect to be able to live off grown vegetables.

Secondly, we’ve decreased the amount of maintenance the crops require, so a player still has time to do other stuff while their crops are growing. We hope these changes will mean that farming will remain an important feature of the game, but will not eat up all the player’s time and turn the game into a farming simulator, as well as mean farming won’t provide a player with food as early in the game.

Going North
We also thought we’d give you a little preview at the kind of building density you can look forward as you approach Louisville. We’re still in the outskirts, and haven’t even got to the city itself, but already the area is starting to get pretty dense.

For the full IWBUMs 30.7 changelist, look here

This week’s blurry title PUPPPPPPYYYYY image is provided by Lemmy who is getting a new Whippet on Saturday! Weeee! Cally will be joined by little baby Chief. <3

And once again, we remind you to keep your eyes locked onto the TIS twitter for build updates and testing news, and if you can’t then why not subscribe to our newsletter so that you can have all the PZ goings on sent straight to your email?

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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

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

      Radeon 4xxx series (or below) graphics cards 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
45 of 48 people (94%) found this review helpful
31.3 hrs on record
Posted: November 27
Early Access Review
My favorite zombie game to date. This game combines a zombie-survival gamemode with intentional pixelated graphics which makes the game one of my favorites. It has slow moving zombies that respond to the player's actions, such as firing a gun, or breaking a window. The game consists of many actions that the player may control, such as cooking, putting a sheet over a window so zombies/players cannot see in the house, boarding up windows/doors, and much more. Once you start playing it is hard to stop. 10/10 from me.
Was this review helpful? Yes No
39 of 43 people (91%) found this review helpful
122.1 hrs on record
Posted: November 29
Early Access Review
Its like the Sim's in a Zombie apocalypse except it's just you, your the last person alive (that hasn't turned), no friends or family to be with (unless you play multiplayer). There will be NPC's added in future patches but the interactivity with these is still unknown, they will most likely be hostile.

In the early game your first challenge is finding a decent weapon, as a Spoon just doesn't cut it. However, breaking into peoples houses can set off security alarms, which attracts nearby Zombies that will chase you down unless your quiet and stay out of eyeline. During the first couple of weeks the Electricity is working so you can use household appliances like Ovens to cook food. It's not long before it turns off and you have to resort to eating canned food (if you have a can opener) or other dry products. Most food in the fridges will go off quickly as it is no longer chilled. You can cook your own meals by building a Campfire though I found this unnecessary as it's easy to stock pile large amounts of none perishables. Eventually the stored food will run out as well as the Water supply. You will have to come up with other ways of survival like Farming, Fishing and collecting Rainwater in Barrels. Learning Carpentry skills is essential as you can then use collected Wood to make all kinds of structures like Wall's, Box's, Furniture, even Barricades for your Doors and Windows to stop the Zombies getting in your safe House. BTW you can cut down Tree's with most weapons it just takes much longer than an Axe.

The game really is a survival sandbox with no real story except the one you make for yourself. Overall I enjoyed this game more so than games like DayZ. I like the isometric 3rd person viewpoint as opposed to 1st person as you can see if someone is sneaking up on you.

The developers have announced that future patches will contain NPC's and Vehicles which will add another dimension to the game.

I give this game a solid 8/10 and can recommend it to people who like sandbox style survival games.

TIPS: Always carry Beta Blockers with you as it reduces your panic level when around hordes of Zombies. Carry bandages & Painkillers as if you get bitten/scratched your less likely to turn if you attend to the wound immediately. Always carry a spare weapon as low durability can cause them to break. Take Drinks & none perishable Food with you as you may be away from your safe House for a long time. Find a "Large Hiking Bag" as it can carry the most items. When exploring buildings, whack Doors before you enter. This will let you know if there is a Zombie on the other side as they will start banging on the Door. Give yourself escape routes, when I enter a building I open all the Doors as you can quite easily get pinned down by charging Zombies. Take spare clothes with you (unless your already fully clothed) as you can die from Hyperthermia / Hypothermia if there is a sudden temperature change. Attack crawling Zombies from behind, they are slow to turn around and much less dangerous.
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24 of 28 people (86%) found this review helpful
125.9 hrs on record
Posted: November 27
Early Access Review
I love it. Especially the open sandbox feel. I'm also glad there's no swearing and it's pixelated blood is right up my alley for a dad with three kids constantly prowling behind me watching what I'm playing. I also enjoy exploring a new place for the first time. Stealth based games are also fun. Looting at 3 am in the morning game-time with nothing but a bat and a flashlight has a certain appeal.

The pros -- the above.
The cons -- mainly inventory management. It could use some work, but it's really not too bad once you get the hang of it.
Was this review helpful? Yes No
15 of 16 people (94%) found this review helpful
3.7 hrs on record
Posted: December 15
Early Access Review
Project Zomboid is probably the best zombie survival out there. If you are not into graphics and special effects and you want to play a sandbox survival game. Then this is a must for you.

The game has payed a lot of attention to survival detail. Your health is not only a bar that fills with red colour. You have to deal with stress, boredom, deseases and exoustion. You have to be prepared for situations, take a breath after fighting, probably smoke a bud and drink some whiskey before you continue looting or your character may become too stressed, have a nervous crysis breakdown or become insomniac and never get good rest. When hit by a zombie except the chance of infection your wound will start getting infected if you don't change and sanitise your bandages. Your inventar is not just a bunch of square containing things. It is complex and you have be aware of your speed and your overall stamina because you will have to cope with wearing a bagpack and sport bag in one hand, and probably a gun or something to defent yourself with in the other.

The electricity and water will stop. There will be no endless supplies of food and water. You will eventually want to start gardening, building and fishing because sooner or later you will run out of it and you will die or get a desease.

The game is really slow, don't expect forever runnig and forever killing.

Cons - the graphics are really bad, looks like the first Sims game. I was expecting when I zoom in for the game to scale the textures but instead everything gets really pixelated. It could go as "art" but if the game could have mroe HD feel would be better.

Pros - best survival game I have ever played and I have played a lot (resent are The Forest, DayZ SA, 7d2d and How to survive). The way you interact with the world is really easy and intuitive. You have to really mind all the small details.

And for the end of my reviw just one thing - never - ever - ever - EVER forget your oven ON in your main HQ ...
Was this review helpful? Yes No
165 of 288 people (57%) found this review helpful
25.8 hrs on record
Posted: December 7
Early Access Review
i ate 7 bottles of mayonnaise and got severe depression.


best game
Was this review helpful? Yes No
17 of 21 people (81%) found this review helpful
219.6 hrs on record
Posted: December 18
Early Access Review
This game is an example of what Early Access should be. The devs respond quickly to damn near anyone, the game is deep and relatively bug free, and it is utterly enthralling.
Was this review helpful? Yes No
21 of 31 people (68%) found this review helpful
50.2 hrs on record
Posted: November 24
Early Access Review
I've had a lot of fun in this game, had it for less than a week and clocked 30+ hours on top of school
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15 of 21 people (71%) found this review helpful
28.9 hrs on record
Posted: November 29
Early Access Review
Just simply a very well designed and fun game. Very open ended and suited towards those who like building up towards something at varying difficulties.
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48 of 83 people (58%) found this review helpful
8.7 hrs on record
Posted: November 30
Early Access Review
Me and my friend built a nice shack at the edge of town, collected as much alcohol as we could carry, then drank ourselves to death.

game is 10/10
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14 of 20 people (70%) found this review helpful
51.0 hrs on record
Posted: November 27
Early Access Review
I love this game. This is the way zombie survival games should be made. I got this game back when it was just on Desura and its come a long way. If you dont have this game you are missing out.
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23 of 39 people (59%) found this review helpful
23.2 hrs on record
Posted: December 2
Early Access Review
The most relistic zombie game i have ever played.
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6 of 7 people (86%) found this review helpful
133.9 hrs on record
Posted: December 18
Early Access Review
This has to be one of the far better games ive play for a zombie survival theme its very well done and the Dev's listen to what there fans want. This is a perfect game to play solo or and its even more fun to play with friends. To anyone thats interested please check out youtube for some videos on this wonderful game.
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7 of 9 people (78%) found this review helpful
56.5 hrs on record
Posted: December 1
Early Access Review
Epic game from the get go, Create Spawn Scavenge Learn skills Build and Survive, the core game is solid and its only in alpha. Can't wait to see where this game goes!
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13 of 21 people (62%) found this review helpful
17.6 hrs on record
Posted: November 23
Early Access Review
Its a really cool game still in development and i see bright things for this game in the future.
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82 of 154 people (53%) found this review helpful
4.4 hrs on record
Posted: November 27
Early Access Review
I killed a zombie, wore its shirt, and then killed its friends to show my dominance. 10/10 would do it again.
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4 of 4 people (100%) found this review helpful
12.3 hrs on record
Posted: November 21
Early Access Review
As much as i love this game and have done for quite a while, im afraid that it is getting rapidly left behind in both the gameplay and mechanics.

Though i still enjoy playing Zomboid and would reccomend it to anybody who puts conent above graphics.

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4 of 4 people (100%) found this review helpful
18.2 hrs on record
Posted: December 11
Early Access Review
Truly a good game. Eventhough without NPCs, I can still feel the feeling of isolation and hopelessness. When the eletric shut, I was desparate. When water finally hit, I keep hoping my rain collector will be enough. My garden hardly sustain me. Zombies are everywhere. No one to talk to. Everything is hard. Life beome dull and moody.
I have truly feel the feeling of the apocalypse.
The bad:
Roads look unrealistic with 90 degree angle,
little to no tutorial,
crafting is confusing.
Items lack tooltip to show what we can do with them.
Too much useless items with no real use yet.
Guns are not viable.
Stealth mode need improvement.
Map still have flaws.
Annoying popup iventories get in the place when you try to look up to spy enemies.
No sitting animation, no jumping. I wish I could sit down and read the books. but no, I have to stand there reading.
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3 of 3 people (100%) found this review helpful
66.1 hrs on record
Posted: December 3
Early Access Review
The best and most realistic zombie open world survival game, definetly worth the money. I love the gameplay, and its retro 2d 1/2 wiew. you can do what you want in the huge open world, (every house is possible to go inside). 10/10
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3 of 3 people (100%) found this review helpful
26.8 hrs on record
Posted: December 5
Early Access Review
This game isn't finished yet, but it's already one of my favorite games. It isn't a casualgame, very easy or short in longterm motivation. Sometimes easier, sometimes harder but always fun to play with friends :)
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2 of 2 people (100%) found this review helpful
35.1 hrs on record
Posted: December 20
Early Access Review
Sneaking around the hood half naked and bleeding from multiple bites\scratches to the groin is no longer just for weekends !
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