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?
Recent Reviews:
Very Positive (143) - 81% of the 143 user reviews in the last 30 days are positive.
All Reviews:
Very Positive (11,204) - 87% of the 11,204 user reviews for this game are positive.
Release Date:
Nov 8, 2013
Developer:
Publisher:

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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 we 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 http://www.numbeo.com/ 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 (180)

September 22

Build 38

Build 38 has been released to the public, the details of which can be found below.

Build 39 will be the current vehicles test build (Vehicle Build 19 available for you to play and feed back on here), which will be moved into our normal public IWBUMS beta branch once the dust has settled on 38 in terms of patching.

Please note that from this point the traditional Mondoid blog will be moving to Thursday – henceforth to be known as ‘Thursdoid’. This is intended to fit in better with the work schedules of the 3-4 extra contractors we now have working on PZ, provides a better lead-in times for releasing new builds and also because we ran out of Monday puns a long time ago.

If you come across any annoying bugs then our tracker lives here. Thank you!



Version 38: The Pre-Vehicles Build

Riverside Map Expansion



New map area added! The spawn-point town of Riverside, the nearby Knox Heights Country Club, Spa and Golf Course, and many/varied wilderness areas are now ripe and ready for exploration.
  • Found west of West Point, and is of equivalent size.
  • Contains new building types, architecture and item tiles.
  • Includes Riverside lootable map


World View update
  • The homes, businesses, advertizing hoardings and outhouses are now seen in all their glory – rooftops and all. Building levels above the player are ONLY hidden for the ‘current building’.
  • Windows must now be peeked through by walking up to them, and looking through.
  • Higher levels blocking your view are removed on approach, and hen zombie hazards are present.
  • Exterior walls are no longer stencilled to transparent when you’re outside unless they are actually blocking the view of your character.
MP and Co-op Improvements
  • Zombie placement and movement data shared between players heavily optimized to address cases of zombie lag, zed teleportation, unfair bites and general server strain.
  • ‘Server Save’ pause server option for larger servers that pauses the action when saving, reducing instances of sudden zombie lag.
  • Added a “Level Up” button on the player stats UI to quickly level up a perk without using global point.
  • Added a n easy way for modders to add columns to their scrolling lists.
  • Added an UI for admin to manage player’s inventory.
Corpse Management
  • You can now dig graves with a shovel and bury multiple corpses inside.
  • New carpentry crafting items: wooden cross, a cairn and a wooden memorial picket to go alongside the graves you dig.
  • Large piles of rotten corpses will make you feel ill and sad if you stay close to them for extended periods.
New Sandbox options:
  • Generator Spawn: Increase/decrease the chance of electrical generators spawning on the map.
  • Generator Fuel Consumption: Impacts how much fuel is consumed by generators. A generator that needs no fuel should be set to 0.0. (Replaces GeneratorFuelConsumed server option)
  • Randomized House Chance: Increase/decrease probability of discovering randomized safe houses on the map: either burnt out, containing loot stashes, dead survivor bodies etc.
  • Annotated Map Chance: Impacts on how often a looted map will have annotations marked on it by a deceased survivor.
  • Zombie Construction Damage: Governs whether or not zombies can destroy player constructions and defences.
  • Free Trait Points: Adds free points during character creation.
  • Player-built Construction Strength: Gives player-built constructions extra hit points so they are more resistant to zombie damage.
  • Day/Night Active Zombies: Governs whether zombies are more active during the day, or whether they act more nocturnally. Inactive zombies will be slower, and tend not to give chase.
  • Nocturnal Darkness: Governs how dark it gets at night.
  • Injury Severity: Increase and decrease the impact that injuries have on your body, and their healing time.
  • Bone Fracture: Enable or disable broken limbs when survivors receive injuries from impacts, zombie damage and falls.
  • Time Before Corpse Removal: Number of in-game hours before zombie corpses are automatically removed from the map. (Replaces former HoursForCorpseRemoval server option).
  • Decaying Corpse Health Impact: Governs impact that nearby decaying bodies has on the player’s health and emotions
  • Clothing Degradation: Governs how quickly clothing degrades, becomes dirty and bloodied – or if it does at all.
  • Randomization of zombie Speed, Strength, Toughness and Cognition. (Or just Strength, Toughness and Cognition.)
  • Fire spread (previously ‘No Fire spread’ in server options): governs whether or not fire can spread.
Clothing Degradation
  • Clothing can now become dirty over extended periods, dependant on your activities.
  • Fighting zombies will make your clothing bloody.
  • If you’re wearing dirty or bloody clothing over an open wound then chances of infection (normal infection, not zombie) will increase.
  • Clothing now also has durability, every time you get hit you’ll lose a little.
  • Some clothing is more resistant than others.
Optimization – in preparation for incoming Vehicles build
  • Optimized Garbage Collection.
  • LightingJNI optimized.
  • Fixed surge in memory usage of 2-300 MB that can stall the game.
  • Optimized map loading.
  • Fixed Voice Manager being enabled in SP. [Should give an improvement in FPS, especially on slower systems]
Custom Map Loading change
  • New “Select spawn location” screen after map mod selection
  • All map mods now load, including spawnpoints.
  • A ‘multi-map’ mod no longer needs to be created. ‘Map Mod Priority order’ setting added to highlight which maps are given precedence if there are geographical overlaps and conflicts, with warnings also given to player.
Balance Changes
  • Increased nutrition values of fish and berries slightly.
  • Increased player construction hit points.
  • TV and Radio programmes now have an impact on the character’s moodles. If watching an instructional show then an XP multiplier is received.
  • Sleeping outside in rain will wake players up, unless they are in a tent or under a player made structure with roof.
  • First aid kits now spawn with sterilized bandages, rather than regular bandages.
  • Can now sterilize bandages in a boiling pot of water.
  • Mattresses can now be made using a suture needle as well as a regular needle.
  • Spices now usable as the first item in pasta/rice (eg. marinara).
Fixes
  • Fixed zombie memory “none” sandbox option not working.
  • Fixed a bug with phases of the moon not affecting ambient light at night.
  • Fixed water pouring bug.
  • Fixed street lights still being active when electricity was down.
  • Fixed being able to access rival player’s safehouses through cheeky carpentry cheating.
  • Fixed being able to climb through windows into a player’s safehouse.
  • Fixed multiple aspects of UI not working with a gamepad (foraging, lootable maps, sandbox options etc.
  • Added ‘deadzone’ options to settings to alleviate problems with gamepad players sleeping.
  • Large amounts of smal items will now correctly fill up container space available.
  • Fixed Book Reading interrupted when player aims a weapon.
  • Fixed Characters losing fraction of XP on save.
  • Added missing “spawn point” options in the server settings GUI.
  • Added missing ‘world filler’ sprite visuals.
  • Fixed possible bug with alarm being reset.
  • Fixed always raining when loading/starting a game.
  • Fixed rare bug with the crafting UI.
  • Fixed a bug with the getLightFoodMod() calculation.
  • Fixed evolved recipe drinks not being able to be drunk when an item could be added to it (the coffee bug).
  • Fixed crafting issue with Hot Cuppa.
73 comments Read more

September 21

Thursdoid Rising



And so begins a bold new era of… Thursday.

Build 38

We realise the 38 release has been built-up a fair amount, it’s been on the brink for so long while we mop up this bug and that – but on the approach to release on Monday we realised that some aspects of the build’s optimizations hadn’t been properly integrated in recent 38 builds, and as such as a whole the ‘release candidate’ hadn’t received sufficient public testing. There’s a lot of changes under the hood in Build 38, and the last thing we want is for an unironed version to go out and disrupt people’s ongoing games.

It’s all in place now, however. As such, if you’re an IWBUMS tester or fancy being one for the day, please jump into the latest beta – let us know how it runs for you, and we’ll press ‘go’ when we see enough green lights.

Build 39 (aka Vehicle Test Build 21)

As mentioned in a previous Mondoid, we now have various people working on Build 39 (the vehicles build) so have a ‘gameplay’ coder and Bitbaboon Steve doing general optimizations – all alongside Yuri’s existing ‘nuts and bolts’ engine and physics work.

As such, Vehicles Build 21 has been released with a bunch of stuff intended to gel our vehicles ever tighter to PZ gameplay. This includes:
  • Simulated gear shifts are now based on your engine rpm, the number of gears your car has and the max speed. Previously it would just work on the speeds you hit.
  • You’re now slowed and have less traction if you’re driving off-road. [In future builds constant off-road driving will also reduce a vehicle’s condition.]
  • Car keys are now a more important aspect of the game. They are mandatory when it comes to starting an engine or turning on headlights, and have a (small) chance of spawning already in the ignition or in the glove box. A ‘car locked’ sound is also heard, rather than the characters say ‘locked’ out loud like a weirdo would.
  • If you have Level 2 Electrical Skill then you can Hotwire a vehicle if you can get inside. Better and more modern cars are trickier to hotwire, and a failed attempt will result in damaging the ignition.
  • In larger vehicles like vans and emergency vehicles you can fit more characters inside in MP – and rear seats can also be used as containers now.
  • Vehicles are no longer empty of ‘life detritus’. They now have loot tables that reflect their past owners. Every day vehicles might have bags of rotting groceries inside, uneaten candies and old magazines. Meanwhile there’s a small chance that a pick-up might have a fisherman’s equipment, while a pick-up could have been a carpenter’s work vehicle – and as such have a trunk full of items that reflect his work.
  • General changes: gas consumption now dependent on what gear you’re in, and more forgiving. Reduced chances of stalling. Balanced vehicle storage capacities. Vehicles audible from a greater range. Can no longer drive through double doors. (Sorry )
Moar vehicles

A few threads have popped up on the forum saying that we could do with a bit more variety in vehicle models to make things look a little bit more realistic – and as such Martin has been modelling up some different variants on existing car models, as well as creating a few new ones, for Mash to paint up some textures for.

These won’t appear in Build 39, most likely, but will pop up in the relevant areas in the versions that follow





A general list of stuff added to PZ, and vids of features being worked on, is kept here – so you don’t have to plough through endless dev blogs for info. 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 hereOur Discord is open for chat and hijinks too.
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Reviews

“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: http://pzmap.crash-override.net/
  • 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 http://www.projectzomboid.com

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

Windows
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, 10
    • 64bit OS required
    • 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
    • 64bit OS required
    • 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
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