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 (8,147 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.

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 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 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. 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.

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. 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.”

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

Recent updates View all (62)

April 27

Fuel my fire



The big plan was to have a super-cool new animation video today, but despite a valiant all-night effort to eradicate a glitch that stands in the way of an exciting vid – it stubbornly persists. So: sad face.
Mondoid waits for no man, however, so Romain ‘RJ’ Dron has thrown his hat into the ring with the full run-down on his current contribution to Build 32! Over to RJ!


CRAFTED DEVICES AND TRAPS
Traps have receive some more RJ love since last week, in fact they’re pretty much done. I’ve had a few more ideas I want to add in, but all the items and systems are now working, present and correct. We’ve mentioned it in a few Mondoids now, but haven’t really put anything in an easy-to-read fact list – so here are the basics of my stuff in Build 32.

With new engineering and electrician skills you can now build, throw and detonate device and traps to aid you in your survival attempts. There are explosive devices, fire-spreading weapons like molotovs, a smokebomb and a noisemaker – for example.

As well as throwing these in/around crowds of zeds, they can also be set down and triggered in various ways. There’s the movement sensor, for example, that will need to be crafted from the movement sensor in a home’s burglar alarm. Each constructed device, meanwhile, has its own level of effectiveness – meaning that a character who is an electrician by trade will be able to build a better movement sensor than someone who’s just learnt from books they’ve looted.

Beyond the movement sensor we’ve got a timer – an old classic! This can be crafted from a kitchen timer or an alarm clock and it’s pretty simple: put it into your device, set the timer before ignition and wait! Finally, there’s a remote control. You can craft a trigger from electronic scrap found in devices and a receiver that’s found in, for example, radios. Then take a remote control for a television set, link the devices [through a simple right click ‘link to’ dropdown menu] and place the crafted receiver on your device. The higher your skills, the better the receiver – and the further away you’ll be able to trigger the explosion. Just think: when NPCs come around you’ll be able to leave all sorts of surprises in their safehouse!


GENERATORS
I’m currently working on generators, after doing a lot of research on them. You’ll find them in sheds, garages and storage units in Build 32. They’re not all that rare BUT they do require certain skills to operate them. As such, an electrician will know how to use a generator, but an average joe will have to get some reading done!

If you know how to operate them, however, then you can carry them [although they are really heavy!] to the outside of your safehouse, plug it in and turn it on. A wise survivor, however, probably won’t place it inside the house as, yes, the threat of poisoning will be very real. Electricity will then be provided in the home – and the generator will slowly consume fuel and lose condition as it does so. Fuel itself will be obtainable at any gas pump in the game, while there’s still electricity to pump it. Comfort does have a price though, and users should be aware that generators make a hell of a lot of noise, and might get a bit explode-y and fire-y should their condition deteriorate to dangerous levels.


WILL AND TURBO STUFF
Will continues to write radio and television transmissions, and is looking with mounting horror at how much there’s left to do compared with what Romain is industriously ticking off his Build 32 list. Turbo meanwhile, with 95% of his broadcast system in place, is still fiddling with the innards of his ApCom mod with an eye to bringing it over in a future build.

He did, however, find the time to allow certain images in MP chat. This led to a spurious demand from Will, which ultimately led to the creation of a video in which a lady hacks zombies to bits while singing ‘The Hills are Alive’ from ‘The Sound of Music’.

https://www.youtube.com/watch?v=vqvLHn9zImU

OH, AND HEY
Our favourite PZ video in a fair while surfaced over the past week. Before you go, please do check out what happened to poor old TehMikal’s brother:

https://www.youtube.com/watch?v=iu7cgn3e9FI

This week’s featured image from Healerus over on Steam. Do you read to the end of Mondoid every week, but still persist in NOT wanting to receive the Project Zomboid Mondoid and Update newsletter? Only you can change your life for the better, by clicking here.

22 comments Read more

April 20

Manic Mondoid


 
It’s just another Manic Mondoid, and no: we can’t quite believe that it’s taken us this long to make a reference to The Bangles either. There’s lots of fun stuff brewing here in Zomboidton, and today we’ve got a few updates on the upcoming animation system as well as Build 32’s new crafting and broadcast system. Hope you like!
 

Chris and Martin’s Animation Adventures
After running into some export issues that slowed us down for a bit while when we tried to get all of PZ’s current hair and clothes working with the new animations we’re now back to the exciting stage of implementing them over into the game itself. Let’s go over to Lemmy for some on-the-spot reportage!

“Animation stuff is going well. The bank of animations that our animator Martin is creating is growing larger by the day. We now have a tall fence climbing anim, for example, so survivors have another escape route from the horde. On top of this panicked or clumsy survivors will soon find themselves tripping over when running, turning corners and vaulting fences at high speeds – as well as scrambling along the floor trying to get back to their feet. This will all be done with animation driven movement, and should make for some really exciting gameplay moments. We’re not quite ready for another video, but hopefully soon!”
 

RJ’s Build 32 Adventures
Meanwhile in France: coder Romain Dron is still worrying his fiancée by leaving windows open on his PC that contain information that would be of interest to paranoid government officials.

“Right now I’m still balancing and testing the new trap crafting and recipes, and doing some additional research on them too. It’s important that they’re not too overpowered or too useless, after all. I’ve got all the MP code up and running, but whether in SP or MP a mix of engineer and electrician skills will be the most useful if you want to turn your safehouse into a trap-laden nightmare for interlopers.”

“I’ve also just added sound effects, and if you think zombies are attracted to the noise of gunfire – wait and see how they react to a pipebomb! While I’m in there I’m also playing around with fire spread, so you don’t burn down a whole neighbourhood with a single Molotov. After a lot of talk with Twiggy we’ve also thought of a few more traps and devices that would be useful, so there might be a few more surprises.”
 

Will and Turbo’s Broadcast Adventures
Finally over to Will, [who’s actually the guy writing this buy… hey-ho] for an update on the new TV/radio system that will let you listen in on the world falling apart.

“We’re at the point now at which all the systems are ready and waiting, so basically I’m going to be ‘writing up to the line’ in terms of Build 32 testing. In a perfect world I’d like 5 TV channels and 5 Radio stations ready to go in the first drop, so there’s still quite a lot to do – not least because whenever I think of fun new events and lore elements I have to go back and tweak each of the broadcast timelines. The thinking is that this batch will cover ‘official’ broadcasts and transmissions, while survivor/military channels commenting on the same events will follow later on.”

“That said, to give me some extra options, Turbo’s also worked on a way to get different fonts and custom images into the lines that appear on-screen. This came from my request to have a ‘musical notation’ symbol so that it’d be clear when a line was sung or a radio jingle – it should put us in fine stead for the development of the system too. Turbo is now off investigating the integration and development of his ApCom Ham Radio and Walkie Talkies mod for future builds.
 

In Other News about Adventures
A quick request from EnigmaGrey to see if anyone would like to help out as Admins on the new TIS SpiffoSpace Server. We basically need some nice community types to help out new players and keep an eye out for cheats. Please contact him via a direct message on the forums if you’re interested.
 
 

This week’s featured image is from Mrniffty. If you’d like Mondoid thrown onto the porch of your electronic house every week, then why not give consideration to a newsletter subscription?

17 comments Read more
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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 – 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: 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. 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.
  • Game pad support
  • 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.
  • 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

For more details on the game visit or 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
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
18 of 21 people (86%) found this review helpful
1 person found this review funny
13.0 hrs on record
Posted: April 4
Early Access Review
Very great game. Perfect simulation of how they would act(as if I would know). I am writing this review right after losing.
So I decide to tell you "how I died".

I woke up in a house. The house i would later die in, the house was a two story,empty house probably for sale.knowing that there will be no food, water, or weapons/supplies I left the house to find somewhere to get my supplies.
I am walking,very slowly, to the next door house. Me being stupid i tripped over my foot and attracted the attention of the near by zombie. I ran faster than ever to the house next door. Running in the house i had went through my whole list of what i should and shouldn't keep to be most efficient... I still picked up everything.
I had found a knife, a fork, canned food, and a bottle of bleach. Me being depressed and paranoid i was compensating on wether i take the bleach and drink it, or use it to clean my water. A zombie had walked in and scratched me while i was thinking about that. I stopped thinking, got out my knife, and stabbed it until it was dead. It fell over, so i stomped its head until it had no head. I had scratch but not a big scratch, so i tore a piece of my clothes and wrapped it around me wound.
I went to another house, without attracting attention, it was a two story, clean, house the family must have been alive longer than the others. luckily i found all the supplies i needed. I found 2 aid kits, an axe, and some planks. I got all the materials out of it to sanitise my wound so i don't get infected or feel pain at the worst moments. there had been left over food in the house. For a few days i had been making plans, organizing, and living like i would before the apocolypse.
I went back to the house I had woke up in to start building walls, and more space to keep future supplies organized. My arm had went numb and I wasn't acting normal. Seeing anything that looked like a person made me want to attack them.
That is when i realized... I am turning into a zombie. I had learned that even a scratch will get me infected, and that I didnt get cloth on my arm in time to stop it. the first aid kit wouldn't have helped due to the amount of time without the sanitary circumstances. That is how i died... and it was a nice life, but i could've...done better.


8/10 IGN too little water
Was this review helpful? Yes No Funny
20 of 25 people (80%) found this review helpful
17.7 hrs on record
Posted: April 4
Early Access Review
Awesome game! As long as developers keep updating my opinion will not change!

What do I still miss:
- a Bike or a car (+fuel cans etc.)
- More loot (guns, miscs, food, camping equipment)
- Npcs (which I heard are coming soon)
- And more professions ("jobs")


And I have done stuff too :D I have updated the project zomboid wikia and I have wrote few articles.
Was this review helpful? Yes No Funny
12 of 15 people (80%) found this review helpful
2 people found this review funny
137.3 hrs on record
Posted: April 19
Early Access Review
Best Zombie game ever , ever , ever ,ever .


This thrill .......damn !!!!!!!!!
Was this review helpful? Yes No Funny
10 of 12 people (83%) found this review helpful
6 people found this review funny
74.3 hrs on record
Posted: April 11
Early Access Review
Witness the suffering of another person, stalk them to their last moments. watch as they draw their last living breath and see them be eaten or brutally murdered by the damned and the evil, then come home and enjoy some project zomboid. Very fun.
Was this review helpful? Yes No Funny
8 of 9 people (89%) found this review helpful
39.4 hrs on record
Posted: April 9
Early Access Review
Project Zomboid. This game is about surviving in a zombie apocalypse in rural Kentucky, and you are tasked with doing it alone, or with a friend in the very rare PC local multiplayer. I would mention the online multiplayer, but this game requires fast reactions in order to stay alive, and I can't find a server with a decent ping to "save my life" as it were. This game has many realistic elements about it, such as exertion, injury that halts ALL progress, panic as a game mechanic, zombies hearing your footsteps and following noise, sight, and smell, and perhaps my favourite touch of realism, the inability to see all around you at once. You need to rely solely on your senses in order to gauge the number of zombies currently breaking down your door, and surrounding your base, there's no minimap with radar, you just need to run out and hope for the best. Another great element of this game is that it is permadeath, which in case you are a dunce, means that when you die, you're ♥♥♥♥ed. In sandbox (Which I heartily recommend over survival, as you can tweak the settings), after you die, you respawn in another random location in your spawn town, and have to work your isometric ♥♥♥ off to get back to your base, and rebuild your skills.

One large issue with the game right now (which will in fact be fixed), is that the world is rather lonely. There are currently no other NPC's to hang about with. The biggest flaw of the game is that once you have nailed the perfect farming cycle, got all the guns, and fortified yourself to the point that a nuke couldn't dislodge you, there's nothing left to do! You're done at that point! I mean, if you set the zombies to never respawn, I guess you could clear out all of the zombies in the game, but that accomplishes nothing at the end of the day! Some might say that you could explore the vast map, and look for all the best items, but you don't really need to. If you use the PZ crash map like I did, finding your way around is no longer a challenge! Now I know that I shouldn't have used the map, but I thought it made the game more realistic, I mean, I know my city very well, I know where things are, and even if I didn't I could simply raid a gas station and get a map!



So, overall, this game is worth dumping your time into. It's a great zombie survival game, and I personally think that it is underrated. I am still super amped to have vehicles and NPC's but that's not happening for a while.



GET THIS GAME!
-8.7/10
Was this review helpful? Yes No Funny
7 of 9 people (78%) found this review helpful
4 people found this review funny
13.0 hrs on record
Posted: April 17
Early Access Review
1. Spawned
2. Gathered stuff
3. Fortified
4. Went to sleep
5. Woke up In the middle of the night
6. Went to refill my water bottle
7. Saw that I had a broken window
8. My both hands were scratched
9. Ragequit.
Was this review helpful? Yes No Funny
4 of 4 people (100%) found this review helpful
1 person found this review funny
25.1 hrs on record
Posted: April 13
Early Access Review
What can I say about Project Zomboid ? I love this game.

It's hard to survive in the zombie apocalypse but everything starts to make sense and you start to feel comfortable.
You gather food supplies and barricade a house, your skills are building up.
Everything is fine, then you're checking a house and you casually open a bathroom door and go in without looking and . .
There's three zombies in there that munch or your arm before you can get away.
You put a ripped sheet on it to stop the bleeding but it get's infected because the bandage wasn't disinfected.
Over 2 days you get weaker and weaker and then you die.

This is just one of the many deaths I've had in this game.
If you buy this game, your character will die too and that's the fun !
It's not about whether you die or not, it's about what you did while you were alive.
Was this review helpful? Yes No Funny
4 of 4 people (100%) found this review helpful
1 person found this review funny
16.5 hrs on record
Posted: April 5
Early Access Review
Awesome game. I wish this would have come out on Nintendo back in the day when I was but a wee lad sitting home for hrs on end with nothing to do in the summer. But it didnt, and its out now and I have tons of ♥♥♥♥ to do and want to play it more, along with all the other cool stuff I get on steam. Rock on Project Zomboid!
Was this review helpful? Yes No Funny
5 of 6 people (83%) found this review helpful
28.7 hrs on record
Posted: April 4
Early Access Review
One of the best zombie game i played.. now u will say really? And i will say yes, this game brings alot of my hopes for a game too reality, such has barricading , a nice medical systeme and more, all i hope for is official servers or the option to make your own to play with your friends and the possibility too have a genarator for your house, i rate it 9.5/10 and would definitly recommend to buy it even at is default price!
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3 of 3 people (100%) found this review helpful
1 person found this review funny
27.4 hrs on record
Posted: April 14
Early Access Review
this is a proper zombie survival game, the game is challenging you need to be decisive with every move you make as a simple error can lead to death. You always need to be wary of each building you enter as a misstep could lead to a fatal injury, the traits you choose could be crucial or detrimental to your survival. Every choice you make in this game is important. if you came here trying to buy a game to have a laugh in go take your 10 pounds,euros,dollars and go buy gmod take the other five and shove it up your rear end. If you came here for a proper hard core zombie survival experience that will beat you until you cry because you left the oven on and now your base is on fire click add to cart and buy-this-game.
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3 of 3 people (100%) found this review helpful
124.8 hrs on record
Posted: April 4
Early Access Review
This is by far one of my most favorite games to date! It blends the minutia of management of supplies with the frantic running, scavenging and fighting of a great action game. It has fun, believable crafting and RPG elements, with the ability to really customize your experience. You can modify the difficulty in various ways from rarity of spawns, type or speed of zombies, what kind of weather, how long the day is, etc.

Also, this game is amazingly fun and easy to modify. As a modder myself, I can attest, with a little trial and error you can get the hang of the lua coding fairly easily. The modding and forum community is over at the Indie Stone forums is fantastic, there are incredible mods already (some of which the dev have fully implemented in the game like the Erosion mod). On that same note, the Devs are responsive and willing to take and respond to criticism/suggestions. Also, there are weekly progress updates so you don't have to worry about the game being abandoned by the devs.

So, moral of the story, BUY THIS GAME. I have played many other zombie games (which I loved) like Left 4 Dead, State of Decay, etc. but this one tops the list by a long shot.
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3 of 3 people (100%) found this review helpful
17.7 hrs on record
Posted: April 5
Early Access Review
Good game, good game to buy for only 15 bucks. Yes it is early access still but I cant wait for cars, animals, and many other things thye going to add, just wish that hosting a server is easeir then it is at the moment.
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4 of 5 people (80%) found this review helpful
86.5 hrs on record
Posted: April 25
Early Access Review
BEST ZOMBIE SIMULATION EVER!!!!!!
20/10
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2 of 2 people (100%) found this review helpful
5.1 hrs on record
Posted: April 13
Early Access Review
Fantastic game for zombie fans.
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2 of 2 people (100%) found this review helpful
67.0 hrs on record
Posted: April 3
Early Access Review
This game is absolutley amazing - and it's in alpha.
It's well worth the fourteen dollars, I've spent pretty much all of my free time in the game collecting loot, building fortifications, roleplaying and managing wounds and infections. This game has so many elements including farming, protecting oneself and tending to injuries. There are traits that impact your game experience and zombies that are a threat but possible to take down in small groups (even multiple zombies!).
I am so proud of the developers. After my WarZ experience I went in gritting my teeth but I am so pleasantly surprised. This has literally edged its way to the top of my favorite game list and is helping me so much in coping with real life stress and whatnot.
I play the multiplayer all the time and love a good roleplay so message me if you do too!
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3 of 4 people (75%) found this review helpful
3 people found this review funny
7.2 hrs on record
Posted: April 17
Early Access Review
Amazing zombie simulation game...watched Walking Dead and was wondering if there were any games i could sink my teeth into where it was a genuine effort to survive, not just walk on through and have zombies heads explode as soon as i look at them.

Great game and am looking forward to its future developments.
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3 of 4 people (75%) found this review helpful
1 person found this review funny
8.6 hrs on record
Posted: April 26
Early Access Review
Day 1 - Spawn in, freak out because game is kewl as ♥♥♥♥.
Day 2 - Walk outside (Whilst pissing myself), and wander for awhile.
Day 3 - Spot a zombie, attack the zombie with a plastic butter knife. Zombie is kill.
Day 4 - Find a school, brings up memories of bathroom troubles.
Day 5 - Bathroom is now HQ.
Day 6 - Go outside to search for supplies, some ♥♥♥♥♥♥♥ fires a gun and lures about 20 zombies to me.
Day 7 - Running through a forest (Scared ♥♥♥♥♥♥♥♥), and continue to turn around to see a horde of zombies. I continue running until I lose them, I realized I am lost in the middle of a forest.
Day 8 - In tears because of the thought of never drinking toilet wine again.
Day 9 - I found a road!
Day 10 - Bored to hell, no zombies in ages...
Day 11 - Find my 4 boxes of sleeping pills in my backpack and eat them all.
Day 12 - Tiller is kill
-----------------------------------------------------
Very fun game, barely any bugs, and the zombies give you heart attacks.
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3 of 4 people (75%) found this review helpful
21.5 hrs on record
Posted: April 29
Early Access Review
Great game, yet one of my concerns is my inability to change the screen resolution... It allows me to save my choice in the menus, only to revert me back to (a supposedly) '320x200' dimesions when getting in game. This is very frustrating as I cannot usitilise my '2880x1800' resolution.

My only other qualm is that no matter what I do, I cannot get the game to run in 'Full Screen' when launching directly through steam. It blocks the start-up menu with my dock (or whatever) at the bottom of the screen. I found that my only way around this is to launch the game in compatibility mode from the games 'local files'. This is very handy as it also provides my preferred screen resolution; but again, its down side is that you cannot zoom in or out with the mouse wheel (unsure if you can bind any keys for that option). This ultimately, for me, makes it unplayable.

Regardless, great job on the game; I just hope that they can resolve issues as such as these so that I don't have to play the game windowed with a dreadful Res!!!
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1 of 1 people (100%) found this review helpful
3.1 hrs on record
Posted: April 19
Early Access Review
"Project Zomboid" Is one of those games that takes some getting used to, understand how all of the systems work and all of that. If you're apprehensive about getting this game, try out the demo. I highly reccomend this game. ESPECIALLY if you have friends to play this with.

9/10
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1 of 1 people (100%) found this review helpful
18.7 hrs on record
Posted: April 4
Early Access Review
I was never a zombie game fan at all altough this game is something diffrent.
It have heart and it is exactly the fantesy that everybody have imagined from a zombie apocalypse... the most important
aspect which keeps you tied to your computer is the existence of rules and the necessity to obey them and not just make the player feels like it owns the world now that all is doomed giveing you 30 minutes of WOW factor and then it have zero consistency, like other titles that we know *caught* Dying Light *caught*.
In this game you have variety and a deep survivior system which keeps you tied to the ground and make it harder... and in the end harder means more fun. (that's what she said)
Once you get to know how the game is workeing you will have tons of fun.
I actully recomand this game if you leave aside the movie like graphics ♥♥♥♥♥♥♥♥ and just want to play a really good game.
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