Project Zomboid is the ultimate in zombie survival. Alone or in MP: you loot, build, craft, fight, farm and fish in a struggle to survive. A hardcore RPG skillset, a vast map, a massively customisable sandbox and a cute tutorial raccoon await the unwary. So how will you die?
User reviews: Very Positive (9,061 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, 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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Recommended By Curators

"One of the most depressing video games you will ever play. In a good way."

Recent updates View all (73)

July 6


It’s a brief Mondoid this week we’re afraid as the majority of the team are fresh off the plane from the wedding of PZ coder Romain ‘RJ’ Dron deep in the French countryside. More of which, if you don’t mind sentimental fluff, later.

But first… the stuff you’re actually here for.

While work continues on stuff for Build 33 and beyond, the released Build 32 is now in spit and polish mode. EasyPickins, in particular, has been committing fix after fix for the issues that the community has reported. We’re currently on Build 32.16, with another soon to come. God old .16 was notable, however, because it came packaged with a neatly updated system that’s accurately conveyed by the following image of a nearly naked bearded man in the process of fighting fire.

The new Extinguish Fire interface lets you target a 2×2 area, and will automatically choose the best option from any extinguishers, sandbags and water sources you’re carrying to put out flames. This will let you put out fires in burning safehouses and on burning friends – although you’d be wise to catch fires early before they have a chance to spread. There’s only so much extinguishing material you can carry, after all.

In the meantime we’ve also been tying the work done by General Arcade into the game to bring Steam MP integration to the main build – testing, finding potential hang-ups and liaising with the guys about them. Again, we anticipate this to come in one of the more final 32 builds so people don’t have to wait until the glorious ascent of 33.

And finally, the sentimental fluff, that we hope you’ll forgive us for. We’re really proud of Project Zomboid and what it has become, but undoubtedly the very best thing to have come from it has been the friends we’ve made along the way and the amazing community that has formed around it.

This was no better experienced than at the beautiful wedding of Romain ‘RJ’ Dron and his new wife Celine this weekend – two people who were once complete strangers, but through PZ are now close friends. The fact that one of many high spots over the weekend was handing over a huge list of congratulation messages from TIS forum members should come as no surprise. [All conducted via secret DMs, so apologies if people were missed out!]

So, big love and congratulations to Mr and Mrs RJ – and it’ll be a better, and less emotional, Mondoid next week we PROMISE.

Oh, and check out Twiggy’s new Day One Survival PZ tutorials. They’re ace.
This week’s featured image from Akamai over on SteamAre you interested in receiving PZ Mondoid, Update and Changelog newsletters alongside these fine leather jackets? Click right here.

15 comments Read more

June 29

Build 32 Released!

That's right, it's on the official main branch now! Excite!

This Mondoid is a bit long for Steam, so check it out here!

The changelist for build 32 can be found here:

(We'll try and prepare a complete formatted changelist in next day or two)

If you have any problems with the new build, post up on our forums or our discussions hub here. The comments won't let us reply to you directly :)


45 comments Read more
See all discussions

Report bugs and leave feedback for this game on the discussion boards


“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.
  • 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]
  • Local 4 player split-screen co-op

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

    Planned Features:

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

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

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

System Requirements

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

      Radeon 4xxx series (or below) graphics cards / Please make sure to try the demo before purchasing!

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

    • OS: OS X 10.7.3, or later. 
    • Processor: Intel 2.77GHz Dual Core
    • Memory: 2Gb Ram
    • Hard Disk Space: 1.23gig
    • Video Card: OpenGL 2.1 compatible dedicated graphics card
    • Sound: OpenAL compatible sound card
    • Controllers currently unsupported in Mac
    • Nb. This is an Early Access game. A demo has been provided so you can be sure the game runs on your set-up to your satisfaction.

    • Processor: Intel 2.77GHz Dual Core
    • Memory: 2Gb Ram
    • Hard Disk Space: 1.23gig
    • Video Card: OpenGL 2.1 compatible dedicated graphics card
    • Sound: OpenAL compatible sound card
Helpful customer reviews
64 of 73 people (88%) found this review helpful
2 people found this review funny
40.9 hrs on record
Posted: June 15
Early Access Review
Amazing Game. You can play this for hours and hours. The game feels complete already. The amount of content is huge + multiplayer is fun.

As I was building a base a Russian dude asked nicely for a knife... so I gave it to him. He returned with a bowl of soup as a gift. I ate the soup fell sick and died. 10/10 Don't trust anyone.
Was this review helpful? Yes No Funny
40 of 46 people (87%) found this review helpful
1 person found this review funny
9.2 hrs on record
Posted: June 14
Early Access Review
You will die.
I like this game but i couldn't really get into it (This was before multplayer mind you)
i couldn't build because i didn't have the patience.
I couldn't really get invested.
i get on and notice that there is a multiplayer setting.
i figure "What the heck, i'll give it a shot"
This is the story
Of Andy Kirkman
(my characters name)
>Spawn in
>Another guy already? uh oh
>he's friendly
(Almost everyone on there is)
>We have our epic journey.
>meet another guy
>we lose him
>"wait, why are the stairs blocked"
(we were on the second floor)
>use sheets to make rope
>climb down
>My friend broke his leg
>i chose the nurse career eairlier, so i examine him
>Andy to the rescue
>I bandaged him, but i couldn't do anything about his leg
>we walk into a HUGE horde of Zombies
>Both being attacked
>i yell, "go, i got them!"
>he limps away to safety
>My last words are,

10/10, would sacrifice myself and get ripped to shreds for a stranger again.
I recommend this game.
Was this review helpful? Yes No Funny
22 of 23 people (96%) found this review helpful
24 people found this review funny
21.3 hrs on record
Posted: June 24
Early Access Review
Project Walking simulator: The Tale of Two Friends

Best experience! 10/10

First day: Betrayal
We found each other and started an epic journey to survive against the zambies. Both of us prepared with mighty golf clubs, 2x Orange Soda, a Can of Soup, and some Veggies. We went through the days as normal, exploring buildings, looting, killing zambies, and surviving. Things were easy until I was scratched by a zambie. I ever since I got scratched, I always felt tired, weak, and pain. Before I could realize it... I was infected. My best friend witnessed my transformation into a zambie. He screamed and shouted before proceeding to smash my zambie's face with a golf club.

Second Day: The Road
I re spawned. We spent about 30 minutes finding each other, until we finally were reunited. He handed me my stuff then we started walking down a road. I thought it would be fun to sing, "~Walking on the road! Walking down the road~~" We both sang this as we walked on the road. This kept going on and on for about 10 minutes before we questioned something, "This road sure is long... and there hasn't been any civilization at all...". But that didn't stop us from walking on the road. Our supplies were dwindling, but we kept walking the road. After an hour walking, we were down to our last orange soda, and we were also thirsty... But we pressed on. 1 hour later... The orange soda was gone, we had no food left, both on the verge of dehydration, and still walking on the road... 30 minutes later, the road had ended. There was nothing except for pitch black void. We were dead silent. My best friend pulled out a journal and wrote the whole experience down. He then screamed in fury and tore his clothes off and dropped everything on the ground and ran towards the forest. I did the same.

Legends tell a tale of 2 full grown men, naked, and insane wander the forest, in search of, "The Road".
Was this review helpful? Yes No Funny
23 of 25 people (92%) found this review helpful
10 people found this review funny
18.6 hrs on record
Posted: June 15
Early Access Review
I was alive. Now I'm not.
I started in my house. It was a small little cottage, in a suburb close to the city.
But there was a couple of pieces of food in the fridge, so I knew I needed to go out and actually scavenge.
I did not know things were this bad though. Right when I stepped outside, one of them spotted me.
Not wanting to lead it inside, I ran around the outside of my house. Little did I know that an entire group of them waited around the other side.
I panicked and they spotted me. As they slowly shambled towards me, I ran back into my house into the bathroom. I frantically shut the door behind me. As soon as I did that I heard my windows shatter, along with pounding on my door and many low groans.
I knew I couldn't stay there.
I, as quietly as possible, snuck out my bathroom window while the horde pounded down my doors. I snuck past them and made my way to another small house down the road.
On my way I had to take down one of them with my fists. I frantically beat the infected woman down until each my blows were responded with a crunch. I searched her body to find a pistol and six bullets.
With that I felt invincible! Finally I had a weapon to use against them.
Now when I got there I was exhausted. My house was destroyed and I had nowhere to go and no one to even talk to. I didn't even bother to check the house or close the curtains. I just immediately sunk into the closest bed I could find. I quickly fell into a deep slumber...
Suddenly, I sprung up. I heard a window smash, and two figures were climbing through it, into my room. Terrified, I grab my pistol and fired at them, only landing about two shots.
That was my mistake. I heard hundreds of more groans outside. The sound was deafening. I sprinted through the house to escape. But just as I opened the door, another one of them was right behind it! I fell back, only to have one of the ones from earlier grab and bite my hand. I jerked it away, leaving my left hand cut and bleeding bad. I scrambled past them to the nearest room I could find.
As soon as I got in I slammed the door behind me. I was in another bathroom. But this one had no windows, no other doors, no ways to escape. As I turned back the way I came there was a loud 'thunk' on the door. It was quickly followed by another one.
Scared for my life, I sunk back into the corner. I was still bleeding badly and was starting to hurt real bad. I had no meds, so I took of my sweater and tore it up to form a makeshift bandage.
Hours pass. The banging on the door had continued relentlessly. I was still bleeding real bad and hurting even worse now. It felt like my bones would break with each move.
I was now starting to think I was infected.
That sudden thought of dying sparked something in me. I suddenly felt brave. I could take on whatever was outside. It didn't matter that I was half awake and starving. I could do it.
I powerfully swung the door open, only to knock back one of them onto the floor. It seems as if the rest of them just straight up and left after their meal "got away". I bravely stomped it down, and opened the door to take on the world.
I ran straight to the city in my fit of bravery.
But the city quickly ended my fit of bravery.
There were a lot of them in the city. It seemed like tons were waiting around every corner.
Feeling defeated, I sheepishly slinked down an alley to go back. Only to have one of them at the end spot me. As I prepared to fight it, all the pain, hunger and tiredness from earlier flooded my body again.
I tried to fight, but was powerless against the creature. I pulled out my gun, but was in no condition to shoot, much less aim. I obviously missed.
That made it worse. The crowds funneled into the alley to feast on me as my body quickly was torn up. I drifted out of consciousness, into dark oblivion...

Also you can garden.
Was this review helpful? Yes No Funny
20 of 25 people (80%) found this review helpful
1 person found this review funny
34.5 hrs on record
Posted: June 11
Early Access Review
As someone who spends way too much time thinking about what to do in the event of a zombie apocalypse, it is nice to find a game that can let me know I needn't worry so much because I will probably be dead within days.

Seriously it is the closest thing to a legit zombie apocalypse simulater I have ever found, and it is awesome!
Was this review helpful? Yes No Funny