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 (11,500 reviews) - 91% of the 11,500 user reviews for this game are positive.
Release Date: Nov 8, 2013

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Early Access Game

Get instant access and start playing; get involved with this game as it develops.

Note: This Early Access game is not complete and may or may not change further. If you are not excited to play this game in its current state, then you should wait to see if the game progresses further in development. Learn more

What the developers have to say:

Why Early Access?

“Project Zomboid is a much more ambitious game than we could ever have hoped to fund ourselves. It has grown massively over the years, and it’s been a rollercoaster, but find ourselves in a stable financial situation with an overwhelmingly positive reaction from the Steam community. We hope you will join us, but if not we understand. If you're not ready to jump in yet, then please consider us when we break out of Early Access.

How often do we update the community?

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

How often do we update?

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

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

We will admit to a few long waits between updates in the past, but we feel from community feedback that the majority of our customers are very satisfied with the development of the game. It should be pointed out too that the game has significant modding support, with map editors and full unrestricted lua modding access. We have a vibrant modding community that can help plug the gap between updates. It should also be taken into consideration that the game is already very far through development, to the point where we now have 1900+ hour players - There is a lot of content to enjoy in the game already and we firmly and proudly believe it worth its current price as it stands. Please consider reading some reviews if you are still unsure about the content of the game or the release frequency.

Details of major milestones can be found below.

What is required for 1.0?

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

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

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

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

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

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

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

We want to have all this in the can this year. However, we tend to avoid ETAs because Early Access development in particular is often filled with unknowns and we want to ensure we get these highly anticipated features right. 

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

What about after 1.0?

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

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

That all said, we can’t make any solid promises beyond the 1.0 mark, however there are countless things we would love to do that go way beyond 1.0 and sales make us confident that we’ll get the opportunity to explore them. Truth be told, given that it was Zomboid that put the money in the bank in the first place, as long as our company is secure and we can fund any other project's development comfortably, it's very probable we'd be willing to put some money back into the game beyond the point it's sustaining itself if there are any features in particular we can't bear to leave out of the game. Words are wind though, and all we can do is guess where we'll all be by then. We really want to keep this train going as long as we can though, as long as it continues to the benefit of the game. At which point the modders will hopefully take the mantle with almost unlimited access to the game's core.

Development Costs

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

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

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

1x Developer
Brighton, United Kingdom - 56.37%

1x Developer
Toronto, Canada - 51.78%

1x Developer
Surrey, Canada - 30.87%

1x Developer
Lille, France - 31.59%

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

What if PZ stopped making any money tomorrow?

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

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

Approximately how long will this game be in Early Access?

“See above!”

How is the full version planned to differ from the Early Access version?

“See above!”

What is the current state of the Early Access version?

“See above!”

Will the game be priced differently during and after Early Access?

“It will likely be £5, $8 more expensive once we hit 1.0. Due to our commitment to making sure early adopters get the cheapest price in appreciation of their early support, we will never appear on bundles, or in sales that take it to or below the original alpha price of £5, $8 until a long time post 1.0. This commitment also means that, until 1.0 and the price increase, we will never be willing to go beyond a 40% sale.”

How are you planning on involving the Community in your development process?

“See above!”
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Recent updates View all (115)

April 25


Greetings survivors. It’s been an exciting week watching testers ease into General Arcade’s fantastic ‘Easy PZ’ co-op set-up, and we’re now pleased to announced that the OnlineTest build into the main IWBUMS Public Test Build. There are still kinks to be ironed out, but overall we’re really pleased that such a complex bit of work appears to be operating well on the many and varied internet connections of our users.

If you want to engage with IWBUMS public testing procedures then visit this post. The full IWBUMS release notes and feedback thread, meanwhile, can be found here.

Even better, the GA guys are game for doing some more work on our MP contingent while we crack on with the main game features. A preliminary poke around VOIP integration is next on the list, but we won’t talk of it again until it’s close – as this will again be long and difficult job for our Russian code buddies.

Elsewhere TurboTuTone has released his direct-to-game radio and TV localization software, and the full modding tool known as WordZed will be released in coming days. We’d like to ask all our community translators to have a look, have a play around and come back to us with comments and questions.

Once Turbo has finished with WordZed he’ll then be returning to main-game activities, making our somewhat digital radio system feel more ‘analogue’ so secret transmissions (whether scripted or player-made) can be discovered more easily, improving the impact particular shows or transmissions have on character boredom, letting the player learn recipes from recorded VCR tapes and all that kinda fun stuff.

We also had a really productive Metalwork meeting last week with RJ (who is ill today, with ailments you don’t want to hear about at all) and hammered out improvements and changes that are again more in-line with community feedback.

Multiple versions of makeshift forges, wall and barrier recipes that involve building frames to build-upon (and crossover with the carpentry skill), tools that aren’t up to the same standards as looted equipment and more were on the menu. We’ll go into more detail with that when it’s in and working in-game, as it’s a subject that’s had a lot of debate and we want to get it right.

Finally, it’s been a while since we did a main build release – players outside of our test builds haven’t been experienced the 2x visuals yet. Now co-op is in we’ll be directing attention towards getting Build 34 out of the door. That said, with Nutrition requiring polish and Metalwork still in progress it’s likely one will be left behind and kept for 35. We’ll have a chat with RJ once he’s off his sick-bed and work out what’s best.

That’s about it for today, fingers crossed we’ll have some anim fun for you to have a look at next Mondoid. Laters!

This week’s featured image by the amazing base of Opt_0 over on Steam. The Block of Italicised Text would like to direct your attention to the[/u] PZ Wiki should you feel like editing or amending something, and the PZ Mailing List that can send blogs like this and patch notes direct to your mailbox. We also live on Twitter right here! Okay thanks bye! Oh, and community GoT spoiler chat goes… here!

26 comments Read more

April 18

Community Watch

Nothing super interesting to talk about this week with the animation system, but plenty of progress. We’ve been doing a lot of work on fixing up various bugs with the new software skinning system (the system that allows for 3D models to work across much older hardware) that became apparent when trying to make the video for last week’s Mondoid and resulted in huge scary spikes of flesh petruding from players chests. We’re meeting up with Martin on Thursday to discuss what comes next for models or animation work for the update, or perhaps future ones (ideas are always welcome!), and Binky is progressing with the model texture and UV revamp that will bring in new opportunities for blood overlays, as well as to get the ladies back into the animation build of the game.

We were planning on releasing a build of the co-op system alongside the Mondoid, however a few last minute fixes are still being pushed out, and as 11 o clock ticks around in the UK we thought we better get the Mondoid out there before the panic buying of canned food starts. It’s still possible it will make it out tonight, but if not you can otherwise expect it very soon, likely tomorrow. Keep a look out on the TIS forums for an announcement, as it will not be appearing on IWBUMS and will in fact be on an entirely new branch for testing purposes.

(Edit: Help us help you:

Big thanks to General Arcade for their tireless efforts bringing some clever networking tech to Zomboid, as well as to EasyPickins for his work on the in-game server settings and his work getting the new system ready to test out,. At the moment it’s only the Steam version using steam invites that we’re testing out. There are still a few changes in the pipe to make non-steam servers work comfortably, though we’re on the case and this will be in place before it goes into IWBUMS proper.

The new multiplayer uses UPnP to completely avoid any requirement for port forwarding. In addition the way maps are transmitted to clients has been changed, and we’re hoping it’ll be much more robust with less chance of the langolier style black border issues that strike some players. At the moment the current version in testing still has a few UI improvements required to make it completely newbie proof, but it should prove infinitely more straightforward for the technically challenged. The steps are as follows:

1) The ‘host’ simply starts a game using the HOST menu option, launches the server from within the game, creates their character and selects a spawn location.
2) Once in-game, the host can send invites to their friends via the ESCAPE menu INVITE FRIENDS menu, here all their steam friends who own PZ and are online will appear. Invite away!
3) Their friends will get the invite through a Steam message, and when they click on it, the game will launch and …

That’s it. It really is that simple! In fact, in lieu of the version being live for the Mondoid, we planned to provide a few screenshots until we realized the process is so simple there’s not really anything to show!

There is of course the potential for bugs with some people’s set ups, in which case please let us know your router and PC configuration and we’ll try and get them resolved as soon as possible. We hope this will bring multiplayer with small groups of friends to a lot of people who until now found the process daunting and confusing.

In a related topic we apologize for the random update people will be getting. This is the Visual Studio 2013 redistributable package the co-op system will require to function. Sadly we don’t have the option of switching this on for only the testing branch, so will undoubtedly get a few people excited about a main branch update.

We want feedback from people playing the current IWBUMS build (34.15) on the way they currently feel about the food system balance. We’re aware it needs some extra love before it’s released, and will only release stuff to the wider community when we’re happy – so knowing your relative happiness levels to the whole shebang is pretty vital. So please deposit thoughts here.
We want to know how its impacting on your survival, what you’re doing differently while you play and overall if it makes you happy/sad. If possible, please keep your suggestions as to ‘how’ it can be improved to other threads – it really is the ‘feeling’ of the game in this current iteration that we want to hear back about in this instance.

Recently added to Build 34.15 is a server option that allows sleep during co-op MP , something that EP and the team felt important given the imminent easy co-op builds. When all players sleep the server clock speeds up until players wake themselves by aiming or moving. As we move on into other builds our non ‘BIG STUFF’ focus will be a lot more on polishing our older systems to gain more control and gameplay nuance – fire, moodles, boredom, building… that kinda thing. Sleep is also on the list, wanting to return to the scariness of waking up at unknown times from our earliest builds – and this is a step towards that. Similarly, EP has been experimenting with how we process rain in-game and seeing what other effects we could get from the system .
Unrelatedly, while we’re on EP stuff, wood stoves now work like fireplaces. They emit light, warm/dry the player, can be used for cooking, and don’t require electricity. Likewise barbecues, campfires and woodstoves can now warm/dry you.

We didn’t realize that quite an important feature for large construction projects wasn’t known about by some proportion of our playerbase. Upon reading mertsu’s quite humourous revelation on Reddit and a few people responding in shock at his findings, we thought we should give the community a reminder that while our game is hardcore permadeath, there is nothing to stop you creating a new character in your single player world, finding your old stomping ground, introducing your old dead self to your base-ball bat, and your new character claiming your previous self’s construction projects and loot as their own.

This week’s Featured Image from Max, with an RP shot taken from the Aggressive Gaming New Dawn Server. Amazing stuff guys! The Centralized Block of Italicised Text would like to point earnestly in the general direction of 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 here!

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“What can I say? This game's interface looks so simplistic by today's standards, and yet the Indie Stone team has managed to possibly create one of the best post-apocalyptic zombie survival games in existence to date.”
Max Power! (105 hrs)

“Most realistic zombie apocalypse scenario game to date.”
democar821 (81 hrs)

“The gameplay is surprisingly addicting, sometimes I look at the clock and wonder where the last 4 hours went, but looking at my fort shows me where they went.”
syfy2K4 (1,021 hrs)

About This Game

Project Zomboid is an open-ended zombie-infested sandbox. It asks one simple question – how will you die? 

In the towns of Muldraugh and West Point, survivors must loot houses, build defences and do their utmost to delay their inevitable death day by day. No help is coming – their continued survival relies on their own cunning, luck and ability to evade a relentless horde.

Current Features

  • Hardcore Sandbox Zombie Survival Game with a focus on realistic survival.
  • Online multiplayer survival with persistent player run servers.
  • Local 4 player split-screen co-op
  • Hundreds of zombies with swarm mechanics and in-depth visual and hearing systems.
  • Full line of sight system and real-time lighting, sound and visibility mechanics. Hide in the shadows, keep quiet and keep the lights off at night, or at least hang sheets over the windows.
  • Vast and growing map (loosely based on a real world location) for you to explore, loot and set up your fortress. Check out Blindcoder’s map project:
  • Use tools and items to craft weapons, barricade and cook. You can even build zombie proof forts by chopping trees, sawing wood and scavenging supplies.
  • Deal with depression, boredom, hunger, thirst and illness while trying to survive.
  • Day turns to night. The electricity falters. Hordes migrate. Winter draws in. Nature gradually starts to take over.
  • Farming, trapping, fishing, carpentry, cooking, trapping, character customization, skills and perks that develop based on what you do in-game.
  • Proper zombies that don’t run. (Unless you tell them to in the sandbox menu).
  • A ton of amazing atmospheric music tracks by the prodigy that is Zach Beever.
  • Imaginative Challenge scenarios and instant action ‘Last Stand’ mode, on top of regular Sandbox and Survival 
  • Full, open and powerful Lua modding support.
  • Xbox Controller Gamepad support on Windows. [Others pads can be set up manually. Gamepad support not currently available on Mac]

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

    Planned Features:

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

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

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

System Requirements

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

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

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

    • OS: OS X 10.7.3, or later. 
    • Processor: Intel 2.77GHz Dual Core
    • Memory: 2Gb Ram
    • Hard Disk Space: 1.23gig
    • Video Card: OpenGL 2.1 compatible dedicated graphics card
    • Sound: OpenAL compatible sound card
    • Controllers currently unsupported in Mac
Helpful customer reviews
44 of 52 people (85%) found this review helpful
53 people found this review funny
478.8 hrs on record
Posted: April 4
Early Access Review
play with my dad and brother
nothing better than seeing your dad and bro get swarmed and squeal after 40 hours of surviving together


Was this review helpful? Yes No Funny
20 of 22 people (91%) found this review helpful
96.5 hrs on record
Posted: April 12
Early Access Review
TL;DR: Zomboid is an immensely intricate, challenging, rewarding game supported by a dedicated team of indie developers, and is a must-play for anyone interested in the zombie survival genre.

Many people choose to turn to the FPS genre for their zombie apocalyptic survival games, but with Project Zomboid, I feel that the developers at The Indie Stone scratch that itch perfectly.

For starters (and I feel that this is sorely mentioned in reviews), The Indie Stone has been CONSISTENTLY developing this game since it was released on Steam. They continue to show their passion for this project with regular updates, developer blogs, videos explaining new features, and much, much more. They have provided a strong example of how Early Access is supposed to be done, and I fully anticipate that they will have a full release of this game at some point (though, as far as I'm concerned, the game in its ‘early access’ state is worth far more than the $15.00 asking price).

As for the game, mechanics can be read about here in other reviews, found online (particularly in the Zomboid Wiki), or learned as you play – they aren’t that difficult to grasp, and their simplicity makes the game that much more charming.

HOWEVER, do not be deceived by the surface simplicity – this game is incredibly challenging, and as a good game should, it rewards those who ‘get it’ with a truly unique gaming experience. Every time I start up a new character, I get further than I did on the last. Let that be a testament to the game’s consistency – you’re not going to die constantly from zombie bites if you know how to evade/fight them; you’re not going to bleed to death if you know not to climb through a broken window OR how to patch yourself up if you do.

Virtually any building can be made into a shelter. Doors and windows can be barricaded. Ropes can attach to upper story windows for security. Furniture can be moved, taken from other buildings and brought to yours, or built. And with tools like the sledgehammer, virtually anything can be destroyed. You can even build entirely new structures once your carpentry skill is high enough and you have the supplies to do so.

How do you get the supplies? Looting. This game’s inventory system is simple and repetitive at times, but it gets the job done. Backpacks and hiking bags help you deal with the large amounts of weight you’re going to be carrying. Looting houses, diners, warehouses, and even banks requires thought and skill to decide what you need and what you don’t. Supplies are finite, so there’s always the constant thought of, “well, maybe I’ll need this box of paperclips sometime! Better grab it now while I’m here!”

When looting, be careful of your surroundings. Zombies are almost always present, and while at times the game can feel like more of a general survival simulator rather than a zombie game, they’re always lurking around the next corner.

I could go on and on about the intricacies of this marvelously crafted game, but suffice it to say that, if you’re looking for a zombie game that surpasses the norm and want to support fantastic indie developers, look no further than Project Zomboid.
Was this review helpful? Yes No Funny
9 of 11 people (82%) found this review helpful
1 person found this review funny
13.5 hrs on record
Posted: April 3
Early Access Review
I have been looking for a zombie survival game for years- a good one. Something I could play for awhile, something that wouldn't leave me feeling like there could be 'more'a. I remeber the first time I heard of H1Z1, and DayZ- they both sounded amazing. Looking at screenshots, how could I not be impressed?

How naive. If you really look around for any zombie apocalypse games, those two names are bound to come up, and with them, their history of major, major disappointment.

A couple days ago, I was looking through my Steam Queue, and Project Zomboid happened to pop up. Watching the video, I was intrigued. Yeah, the graphics weren't photorealistic, but then again, when did they ever have to be? When I looked towards the reviews and comments, I was estatic, and could only hope it measured up.

It totally did.

I've only played a few hours as of this review, but I'm absolutely hooked. In its current state, it is completely playable, and worth its $14.99 price tag.


- Realistic survival simulation

Death comes swift and quick for those who don't pay enough attention. From basic survival needs like food and water, the game goes beyond and even throws in challenges in other forms. Staying out in the rain might get you sick, and if you don't take care of that, you might be visiting the Grim Reaper pretty soon. You can be cold, scratched, bitten, and you can bleed, and feel nausea and so much more. Honestly, you get screwed over pretty quick

- Good UI

Not much to say. It's got clean menus, and useful graphics.

- Good Personalization

Do you love zombie games? Do you still suck at killing them? No worries. This game has quite a few different play styles, each one taking place at a different time in the apocalypse. The Initial Infection (a non-canon play for those of us who suck at the games we love), The First Week (where things start to pick up, and those zombies really start to pay closer attention to you), Six Months Later (the name says it all, but you better know how to get water for yourself...), and the last mode, Survival, where you see how long it takes you to die.

The first three modes even have more difficulty options within them, so you really get to pick what type of game you want to play.

- The fact that this is only Early Access

This game feels full, alive (or, uh, undead?), and pretty complet minus some bugs here or there. The fact that this game will only get better is really exciting!


- Melee/ selection dificulties

By no means rendering the game unplayable, but melee is always the way I go. This could just be my game, but I occasionally have issues with fighting zombies. I'll be aimed right on them, but whatever weapon I'm beating them with will move right through them. Moving around a bit usually helps this, but it can be an ocasional annoyance.

- Cooking is burdensome

Not something that is super problematic, but still worth mentioning. Some players have found cooking to be a hit and miss problem without the help of the wikia or other guides. Recipes, unless you know them, can leave you confused on what you can and can't cook. Yeah, you can make soup. But, no, you can't make bowls of cereal and milk (which I know from my own tragic expirience).

Conclusion or tl;dr

The problems in Project Zomboid are very minimal, and are not enough to turn a player away from the game. What you get with this a really fun game that you can play for hours on end. Whether you want to build a fort, or leech off existing houses, live in a Zombie-filled city, or a blank country side, you're in charge of your own tragic and inevitable death.

It's fifteen bucks of sign-me-the-♥♥♥♥-up. If you wanna see how you'd fair in the zombie apocalypse, here's your game

Pluss the mascot is a raccoon. A cute raccoon. Who doesn't love trash pandas?
Was this review helpful? Yes No Funny
6 of 7 people (86%) found this review helpful
185.0 hrs on record
Posted: April 20
Early Access Review
this is a fun game. I sometimes get stressed out if there's sounds of zombies nearby... worried they'll get me and I won't fight them off fast enough... I love playing this online. I love gathering food and stuff to my shelter. I sledgehammered the stairs away and use a sheet rope to get up and down. That way it's safe from Zombies. I love this game. I had played it about a year ago and then I got hooked on another game but came back to it recently and it's just as addictive. I love that you can build stuff and increase your skills like carpentry or cooking or whatever. Just an over all great game and playing online is great. There are a lot of nice people to play with (and as always some, not so nice)But over all my online gaming on this game has been overwhelmingly positive. If you have not tried this game, it has a demo so you can check it out.
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6 of 8 people (75%) found this review helpful
5.2 hrs on record
Posted: April 16
Early Access Review
Project Zomboid is one of those games that pleases both casual and hardcore survivalists. This game is a perfect blend of action and exploration.

-Great pixel type of graphics
-Runs smoothly on about every PC
-Gameplay is great
-A lot of content
-Workshop is enabled
-Tons of player made content

-Multiplayer isn't so great at the moment. (can easily be fixed with an update)
-Crafting system needs a small tweak

Final Verdict
This game is great for all players if you enjoy survival games. I give it a 9/10.
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