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:
Recent:
Mostly Positive (237 reviews) - 77% of the 237 user reviews in the last 30 days are positive.
Overall:
Very Positive (12,352 reviews) - 91% of the 12,352 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 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 (132)

August 22

Hello ladies




The ladies have finally made it into the animation build! After a couple of weeks of puzzling incompatibilities and glitches across the export chain, we got everyone together and finally winkled numerous bugs out of the system. So now all the female models are working with the animations that’ve been exported and thrown into the PZ mainframe so far.

As we mentioned before, until the animation build is good to go we’re not going to do Mondoid videos as the time they take to produce/edit/whatever diverts us away from cranking the actual new systems out into the open. That said, we can still show you a few images of the new lady survivors in action.









This should stand as the last technological hurdle for the getting the anims out into testing, although there could possibly be some multiplayer sync issues to work out that would make us consider a single player anim branch initially if that were to turn out to be the case.

Since we’ve been focused on getting the female models working in-game for a fair wedge of the last little while we still have some of the ‘tying in’ of the new animation and combat system to finish off. There’s still a fair few fixes and things to add ahead of us too, but getting the women into the game was by far the biggest.  So we’re definitely edging much closer to getting this stuff out there to you all but, as usual, will refrain from putting a specific ETA on it.


Build 35 IWBUMS

The release of the combat/anims/clothing build will open up the path to plugging in the big pile of work we’ve done for our remaining feature milestones. It will also, meanwhile, provide coders like RJ with a deluge of fun new jobs like zoning the ‘career zombies’, adding in new weapons, sounds etc.

As such, in the remaining time before the anims go in, the Build 35 IWBUMS will be used to do lots of ‘small job, big impact’ jobs that we’ve been meaning to do since forever – many of them community and mod team suggestions that’ve been stacking up. As IWBUMS public beta testers are aware – from build 35.9  zombies will be able to tear down sheet ropes, while in future builds we’ll tie sheet rope breakage and fall damage to player weight and attributes.

We’ll also be finally letting towels dry, giving some foods a thirst value, making rotten food disappear rather than be a permanent fixture – that sort of thing. It’s basically ticking off a bunch of ‘small stuff’ that’s been nagging on players in one big go before the animations arrive with all the extra (and awesome) potential that they bring. If you have any such suggestions,like this one nudging us towards tying the ‘E’ button to TVs and channel changes, then please drop ‘em in the forums.


Insomnia

Just a quick note to say that PZ will have a presence at this weekend’s Insomnia gaming event at the Birmingham NEC, and a few members of the team who aren’t banging upcoming builds with spanners will be present on the Sunday and Monday if you want to come over and say hello.

This week’s topless survivor by Eden404 of Steam. 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 here! Okay thanks bye!

56 comments Read more

August 15

Pancake House (of death)



 

Hey all, it’s that day of the week once more…

BUILD 35

RJ seems to have ironed out the majority of headline bugs in the current open IWBUMS betaof the first Build 35 features. Gameplay feedback would still be much appreciated though. You can find details on how to join here. In the past week we’ve had 35.7 and 35.8 that (among a bunch of other things) makes wall frames easier to click on, allows construction materials to be removed from your backpack during barricading and ties room size into the panic felt by claustrophobic traits. There’s also a new MP server option ‘FastForwardMultiplier’ that defines how much time accelerates when all players are sleeping.

We’ll see how work in the anims branch goes in the next week or so in terms of whether we release 35’s sleeping/nutrition/building/metal content to the wider PZ audience before an immediate new animations IWBUMS test, or integrate it with the snazzy new combat/clothing and whatnot.

In the mean-time however, as mentioned last week, RJ is coding in some tutorial-style information windows and also working with Writer Will to make sure new players get all the info they need to know about PZ’s ever-expanding roster of backpack contents. He’s also going to be doing some exploratory work into how to finesse our current house alarm system.


ANIMS

Unfortunately we’re still having problems getting the female models to behave. It’s a really odd problem and we’ve tried numerous things to get them to work properly in-game. We’re not sure if it may be something strange going on with the .X file exporter we’re using, but we have lit the beacons and are getting everyone together in the same office this week so we can have a better coordinated look under the hood to try and figure it out.

Work on the rest of the animation build is going well, though obviously the female bug hunting has taken up a lot of time we’ve still made progress in getting the rest of the build sorted. This is why we don’t do ETAs, as stuff like this always seems to glee in popping out of the woodwork as you approach the day you expect to release stuff.

Here’s a few images of ladies getting up to mischief without last week’s nightmare fuel. [The lady’s face will benefit from the different lighting in-game and isometric-ness btw, and we can probably play around with her textures too.]








MAPPAGE

Mash’s work continues on the new residential area south of Muldraugh. Also back for a quick spell on mapping is EasyPickins, who has created a ‘tree noise generator’ to make the wilderness more random/realistic and less clumpy. Here’s a ‘before’ shot, and here’s one from ‘after’ – although these are only pines, and don’t show the new big trees either.





This will impact on 90% of our current map cells on the overall PZ map – everything that hasn’t been manually updated basically. It will make all future groundwork for new areas a lot less troublesome for Binky.


INSOMNIA

Just a quick note to say that we’ll be showing Project Zomboid at Insomnia in Birmingham between the 26th and 29th of August on a stand with a few of our indie chums. We’re not sure how many of the team will be along what with all the work we have on, but if you’re around then there’ll be someone there to pop over and say hello to.

This week’s featured image by Slothy J of the vast Steam conglomerate. 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 here! Byeees.

49 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 – 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
    • 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
Customer reviews
Customer Review system updated! Learn more
Recent:
Mostly Positive (237 reviews)
Overall:
Very Positive (12,352 reviews)
Recently Posted
Telcontar
57.8 hrs
Early Access Review
Posted: August 29
Probably the best survival game out there. At its current stage it feels like a completed game, and the play resembles a roguelike in the number of options presented and the "how long till the next YASD" repetition. The excellent sight modeling and sound engine build real tension when trying to loot interior spaces, never knowing if that zombie you can hear knocking about is going to burst out from the next corner. There are also myriad world customization options for the so inclined. Highly Recommended.
Helpful? Yes No Funny
👌needy👌
2.2 hrs
Early Access Review
Posted: August 28
kill me
Helpful? Yes No Funny
speedingtortoise
19.6 hrs
Early Access Review
Posted: August 28
Product received for free
First game: Couldn't figure out the controls to fight the zombies, got eaten right away.

Second game: Figured out how to fight but had to be on the run for 24 hours straight. Hungry and exhausted, I was cornered and eaten.

Third game: Started getting the hang of things, killing zombies and setting up a safehouse. Got into a fight with too many at a time, got bitten. Managed to escape and limped back to my house, only to bleed out in my bedroom.

Fourth game: Spawned in a perfect, fenced in house at the edge of town and have been staying alive for almost a month now. I've killed hundreds of zombies, fled from hordes drawn by a helicopter, and I've started learning carpentry to build more walls. I've got to learn how to farm, but I don't know if I have enough time until winter. To be continued.

10/10 would recommend.
Helpful? Yes No Funny
DC3ZT
19.3 hrs
Early Access Review
Posted: August 28
Amazing game, I personally have so many good things to say about it but there's too many, my only issues are the fact that some textures aren't quite textured individually, and how guns will glitch in your hand.

But other than that, it's a great game to play with realism aspects and I love it.
Helpful? Yes No Funny
OrcishLemonade
45.2 hrs
Early Access Review
Posted: August 28
Too little change to the game over too long a time. The game is okay as it is, but I'm salty because I bought this game early as an investment and still feel I can't enjoy it how I would have liked to.
Helpful? Yes No Funny
ShadowLogic
30.0 hrs
Early Access Review
Posted: August 28
Simply amazingly implemented survival features. i love this game. it has such amazing potential.
Helpful? Yes No Funny
daveparm
9.3 hrs
Early Access Review
Posted: August 27
Survival horror doesn't get any better.

You are the lone survivor in a huge area infected by zombies. Scavenge, build, and fight if you must to live as long as you can.

Survival in this game is HARD. Getting bitten/attacked by a zombie who might have lunged at you from around the hallway corner of a house you were searching can kill you...eventually, so be exceedingly careful!

You can build an enormous fort, stock it with everything nededed to survive, and live forever...but that is far more difficult than it sounds...which is the fun!

Everything changes from play to play, so you can't go to "location X" for "overpowered weapon Y" right from the go...making each playthrough a different experience.

Well, well worth it!
Helpful? Yes No Funny
abramswolfdriver
4.3 hrs
Early Access Review
Posted: August 27
I'm only three hours into this game but I do have to say, that it is pretty fun to play. By using the various positive and negative traits I can actually build a better representation of myself then any other game by being honest with myself about my positive and negative attributes.

You will die a lot, namely. By getting a single itty bitty tiny scratch. I see that this has been a complaint by a lot of folks for some years now but I guess it's permentaly set at 25% chance you will die from a scratch? I feel that's a bit harsh because when fighting a zombie you get two scratches easily and thus, your dead. Or, you get scratched and it says "small scratch" and you bleed out in two minutes. That's my only complaint and major frustration. Regardless of having a huge supply of medical supplies you die from a small scratch out of all the other possible ways to die. Typically now if I get scratch and start to bleed out I just purposely run into a crowd of zombies and let them eat me instead, better to die that way then a scratch.

There's a lot of things to tinker with in this game. And a lot of things to figure out on your own. The graphics are not all that great but what it lacks in the graphics it makes up for in size and amount of things to do.

Also, I highly suggest going to the workshop and downloading a ton of mods. The mods help make it even more impressive and fun and less aggrivating in regards to dying from small typically insignificant wounds.
Helpful? Yes No Funny
DMG
8.3 hrs
Early Access Review
Posted: August 26
Haven't played this game in well over 2 year and i thought i would try it again and it feels like the exact same game. Have they actually changed anything ? [sig]

Still the same dull game where modders do more than the devs
Helpful? Yes No Funny
MickeyUSA
2.4 hrs
Early Access Review
Posted: August 26
Good game I highly recomend it! I jsut wish they would add NPC people to amke it more interesting and engaging for single player, or if they could add large scare servers with alot of ppl.
Helpful? Yes No Funny
Most Helpful Reviews  In the past 30 days
56 of 74 people (76%) found this review helpful
25 people found this review funny
Recommended
124.3 hrs on record
Early Access Review
Posted: August 4
>Boarding up my house
>I've already successfully built a fence around my house and my friend's houses
>We live in a big town with a wall around it, everyone gets their own house
>In the middle is a bigger building
>Everyone goes to sleep one night after finishing up some upgrades to the farm
>Sleep suddenly ends when we hear our friend on discord start screaming
>Zombie bit him in his sleep, he forgot to board his house up
>Idiot starts shooting his gun as more pile inside
>We decide to leave him in his house, we board up his back door
>He can't escape, but at least the zombie breach is sealed
>Sorry, friend.
>Guy on watch tower starts yelling
>Hude horde approaches
>Last stand against 3,000 zombies as they slowly break down the walls
>Everyone huddles inside the middle building as they break in
>We run to the roof
>It's time to decide whether we want to try to fight, or kill ourselves
>Two people asked to be shot, one drank bleach, and one stayed and fought, and was soon eaten alive
>♥♥♥♥ing incredible.

This is actually a good game where you can be genuinely attatched to your character and their story as you make a futile attempt to survive. Has a lot of aspects that other zombie survival games lack, and it really makes the game feel all the more realistic despite the art style and top-down camera.

The devs actually keep this game up and running, and continuously fix problems. It hasn't been abandoned, and that's the best part of it- is that it has a long way to go, and it should be getting more attention. I recommend you get this game and play it alone at 3AM, you will be scared.

This is how you died.
Was this review helpful? Yes No Funny
105 of 156 people (67%) found this review helpful
13 people found this review funny
Not Recommended
44.1 hrs on record
Early Access Review
Posted: August 14
The development team of this game is an absolute joke. They've had animation updates ready for 6 months and bait their fanbase along while not releasing any new content to the game what so ever. An independent modder was able to create and release a working vehicle mod in less than 4 months while this dev team couldn't do it in 5 years.

I've owned the game for almost 2 years now and have followed it extensively. During the animation update promisses my little brother expressed his frustration with the team on the indy stone forums. He never insulted anyone, just simply asked questions such as, "Where is the money going?" "Why haven't you relelased a product that has been finished for basically 6 months." Through all of this the moderators of the development team threw false dichotomies in his face and were very passive aggressive with their answers. Eventually they simply banned him and deleted all of his posts from the forum, which was indeed shady and shocking.

From here I expressed confusion and disbelief as to why he was banned and asked for solid answers for their reasoning. I was answered with my own banfrom theforum stating, "It's embarrasing to create another account to pretend to be someone else."

I recieved an email warning from the forum, which I responded to explaining that I was indeed a different person. This moderator who I spoke with in email was different than the one who banned me from the forum, but explained to me that with 95% certainty that we were the same person. This blew my mind considering I am 6 years older than my brother, he lives across town, and I am more than this pathetic 95% sure that we are indeed different people. It also stated that if we fell through some 5% unsure window, he would only apologize. Further more, it was said to me that neither account, mine or my brothers would be unbanned ever. Mind you we have separate IP addresses that were seperately banned... How can we be the same person.

I responded as such,
"I am a different person. The first ban was my little brother. This certainly falls under your 5% window, considering I am a completely different person with a different computer who lives at a different address.

Your analysis couldn't be that careful if you came to that conclusion. Simply look up the IP addresses and you will find that 2 completely different computers were on these 2 completely different accounts. Our grammar is different, our arguments are different, and I certainly do not have the colorful vocabulary my little brother has.

This is really sad considering your "careful analysis" wasn't very careful"

The moderator responded,
"Your language is similar enough, added to the tracking and tracing tools we have. As I say, if you're in the 5%, I can only apologise.

However, at the end of the day, you, or your little brother, broke the rules, fairly spectacularly. That cannot be ignored, and when our tools are telling us what they are, we must act on them."

Our language is similar enough? That is the basis of your unrelenting ban on my account in these forums? And what rules did we break? We broke no rules. We never threatened anyone, harrased anyone, or did anything past ask questions.

I responded one final time,
"I broke no rules, I simply asked questions and expressed disbelief. The language is similar enough because we are brothers and spend a lot of time together, though honestly his vocabulary is far better than my own.

How can you only apologize? You have the power to unban my account since I did nothing wrong. So it is against the rules to question motive? It is against the rules to express disbelief? This is some sort of dictatorship where simple questions go unanswered and bans are handed out without simple research as to who people are?

This is sickening. I will make sure to leave a wonderful review on the steam forums as to how this games development team chooses to ignore fact and simple questions that come nowhere close to breaking rules. I'll make sure to copy and paste each of these emails and feature these shenanigans on my team's blog.

If you hope to be successful with the development of this game, I suggest your team takes a look in the mirror, and people's IPs before banning, and asks themselves, "Are we really treating our fans and PAYING CUSTOMERS right?"

Sincerely,
Someone who will find a way to get their money back

P.S. I am a registered CNA in the state of Oregon, and on top of that with some simple searching you could find some of my brother's information. Maybe you should take the tiniest amount of effort to not be so utterly wrong"

Now this whole thing is so frustrating because without the forums to research, it is near impossible to keep up with latest updates and development of the game itself. This team is just trying to take your money and they don't want to have to explain a single thing. Careful what kinds of questions you ask, because team Stalin here will prevent you from accurately following the production of a game you paid for.
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86 of 136 people (63%) found this review helpful
3 people found this review funny
Not Recommended
13.6 hrs on record
Early Access Review
Posted: August 1
I've owned the game for a few years now and haven't played it much. I bought the game when they had NPCs. Then they removed NPCs and decided to work on things to make it more "realistic." I feel as that the developers can't see the forest through the trees anymore. People have been clamoring for NPC's and the devs continue to work on other things which the majority of users don't care about.

Now they're looking at "caloric intake" as a factor to consider during the zombie apocalypse. Is it a good idea. Yes. But is it more important than what the majority of users want? No.

The devs were so focused on having a realistic "radio" system. They spent months working on radio broadcasts. Then they spend months working on radios for the player in multiplayer. They have to create walkie talkies. It's it a good idea. Yes. Should it take priority over what the majority of users want (NPCs). No.

The fanbase wanted cars. Developers don't think it's a priority. It was ignored. So modders created cars. The fan base wanted more firearms. Developers didn't thin it was a priority. It was ignored. So modders created firearms. I could go on and on about how the developers just ignore what the majority of the fans want.

Did I mention there is still no in game map available? No map of the area since the game was created. Some guy had to create a map of both play areas so you can have a vague idea of where you are. You have to alt tab to the map website and figure out where you are. Oh, it's realistic. But is it fun? Nope. If they wanted to be "realistic" they could allow GPS technology with google maps for the first few months of the zombie apocalypse and then have it shut off . . .

Also, the zomboid fanbase is rabid. You say anything against the developers they pounce on you like a bunch of . . . zombies. I'm sure I'll get a good amount of flame from the zomboid acolytes from my review as it is forbidden to be critical unless you are punished.

Other problems - my game is constantly stuck on "updating workshop content" in an endless loop. Uninstalled the game, deleted the folder. Verified game cache before I did this. Nothing works. By the way, the game is super boring without mods.

Now on the plus side -

The developers give weekly regular updates as to what is happening with the game. Not actual software updates. They just tell you what they are working on.

They are more active with their fans (i.e. they actually interact with them) more than the developers of the Fun Dumps, Seven Days to Payout game. And team zomboid releases more updates to the game than those knuckleheads, even though team zomboid has a development team which is only a fraction of the Fun Dumps.

The graphics are decent and proof of concept ideas are great. Looking forward to seeing them implementing the new running and side strafing system. The new 3d models will be good. But nothing has happened yet.

Multiplayer is okay fun. But it's ridiculous trying to find anyone. No way to find them with the games build in map. You have to say, "oh I'm near the quickie mart in muldrah." Which one? The partially burned out one. I don't know where that is. Well, good luck survivor. If you do know where it's you'll have to go on foot because you started on the other map.

So, as it is I wouldn't recommend the game in its' present state. They need to listen to their fans and include the NPCs. It's been years now developers. If you don't care about income then just keep going this route and doing your own thing. And probably a few things will happen. You'll close your doors because you can't support development on the game because nobody will buy it. Or another developer will make a similar game with the features the fans want.
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45 of 68 people (66%) found this review helpful
2 people found this review funny
Not Recommended
1.3 hrs on record
Early Access Review
Posted: August 18
3 years in Early Alpha hell. Slow updates. Critical promised features still missing
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33 of 47 people (70%) found this review helpful
2 people found this review funny
Not Recommended
219.3 hrs on record
Early Access Review
Posted: August 11
dont get me wrong i love this game.. well at least i did, here is why im starting to get annoyed..
having played this almost since the beggining of its gaming life i am finding its additions rather lacking... i jump on every 6 months hoping that NPCs would be introduced.. still not in the game? no worries i can wait, but at least bring back a random survivor, i miss kate so much... even if her dialogue ended after a few lines it still gave that sence that your finding resouces and needed to be brought back home... every house now is just a storage containment unit... but i can wait...

I jump on and see that there adding a food calories section.. ok im starting to worry, why in gods name in a zombie survival game must i worry about my calories? Food quality i understand but am i going to have to start washing hands before i eat? Am i going to start brushing my hair... ok.i get some like that nonsence... but the last straw is seeing i now have to wash my clothes due to blood splatter WTF... this is a zombie survival game and every passing day its just turning into the Sims.

If you havent played it yet, i strongly reccommend you do, but for those of us whom supported this game from the start its becoming a bit of a joke now. What exactly is your aim here lads? are you tring to create true Artificial intelligence before releasing NPCS, and thats what worries me the most, its almost like there vision is bigger than what it should be for this game. I honestly hope they succeed and i will change my downvote when the time comes, but this vote is just to show some displeasure at its direction. Come on guys i have faith in you, add a dog or cat that i can take home .. anything.

Remember the guy in the supermarket with a shotgun.. found a survivor, starts shooting at ya, you panic knowing he is just bringing the horde closer and closer, take him down, loot what you can, run to safety.. that was exciting.. washing my clothes isnt.

This Review was posted a while ago, but due to the nature of morons seemingly not being able to understand that i do love playing this game, it seemed to deviate from what i had wanted it to be.. a positively negative protest review that still urged people to play it, or at least get the demo and give it a go.. so im reposting it without the comment section that could only be described as cancerous.. Jesus Chuck Norris Christ, watch out for there fans.
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42 of 68 people (62%) found this review helpful
3 people found this review funny
Not Recommended
21.0 hrs on record
Early Access Review
Posted: August 19
Maybe I will bite my tongue (or should I say my fingers) and take my words back at some point. But for now I must say that this game is no more than a joke. Updates just doesn't make any sense. No vehicles, no npcs, no navigation - absolutely nothing that is really important. And things has been this way for few years now. Those """"updates"""" they're releasing reminds me horse armor dlc for Oblivion. It is R-I-D-I-C-U-L-O-U-S. Just read the news feed for this game (and pay attention to the feature itself, not the way they tell about it) and you will kinda understand it on your own. Re-texrure, re-animation, re-sound and a new super feature ... CALORIES. Sounds fun, eh?
They "forbid" to talk about that in their community forum, you see. They gone "silence mode for our own sake" (or some b*llsh*t like that) and don't give any feed about progress on serious stuff they promised long time ago. My guess - it's 0 and it's not going to be above anyway. Pretty sure they kinda mad they can't as well delete reviews here, in Steam store. Well, bad for you Indiestone, I will complain all I want here. Because I can. Because this is not your personal forum with only your loyal zombie-funboys army. After all, I paid my money for it. And I hope that at least one person will read my review and will not make this same mistake.
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86 of 149 people (58%) found this review helpful
1 person found this review funny
Not Recommended
554.1 hrs on record
Early Access Review
Posted: August 1
A guy made a working vehicles mod. It took him about 3 months to do it alone. The Indiestone couldn't do it for 5 years.

You wanna run away with the money? Do it but don't bull**** people that you are actually working on updates.
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13 of 17 people (76%) found this review helpful
Not Recommended
8.3 hrs on record
Early Access Review
Posted: August 26
Haven't played this game in well over 2 year and i thought i would try it again and it feels like the exact same game. Have they actually changed anything ? [sig]

Still the same dull game where modders do more than the devs
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15 of 21 people (71%) found this review helpful
Not Recommended
558.1 hrs on record
Early Access Review
Posted: August 11
How will you die?

Mostly of lag spikes or hilarious bugs. Have you ever tried to run away from an invincible zombie during a lag spike of more than 1,600 ms? Have you ever entered an empty street just to realize that hundreds of zombies will suddenly appear out of nowhere due to the horrendous performance of this game? Have you ever played on a dead server, the only survivor out there? At some point, you'll start to wonder what will happen when you walk into a burning fire or how many storeys you have to jump down to drop dead immediately. If you're really lucky, you'll meet some hacker who insta-kills you. This is how you will die.

This game can be great fun, but it's badly optimized. The offline sandbox campaign is boring as hell due to the fact that more than five years after the game went early access there are still no NPCs to interact with. There were NPCs in the beginning, but the developers decided to remove them until they'd come up with a better AI. Damn, that was years ago, and since then your character is the only survivor out there. You will die of boredom - this is how you will die. Some years ago the developers still had the myth of their stolen laptops which they referred to whenever someone pointed at these shortcoming, but now, years after this event, they should have come up with something substantial. Nope! They've come up with useless radios and nutritional information. That's all. Prepare yourself for some serious "I am Legend" one-man-show. How can someone really expect to publish a game without any NPCs and score a hit?

What to say about the graphics? They do their job, but they haven't aged very well, given that the game is by all standards pretty old by now. But I can live with that. Funny thing is that someone compared the game's graphics to those of "Ultima Online". Well, just think a moment about that.

To be honest, the most annoying bugs, such as the invincible zombies, have been dealt with. I've played on several servers, and I haven't met a single one of them, so there are at least some signs that the developers still work on that title. There's also improvement when it comes to hosting games. However, apart from the ongoing changelog that tells us about myriads of tiny changes, there has hardly changed anything over the last years and I've the feeling that there are more negative than positiv things to say about the game.

THE ONLINE GAME AKA PLAYING ON DEAD, BUG-RIDDEN SERVERS

What to say about the online experience? It can be great fun, but have I told you about the extreme lag spikes, the black borders that prevent you from enterring new areas, the constant server problems caused by this game being a total mess? The moment the virtual zombies begin to travel to another zone is sometimes enough to kill a server. One moment you hear a helicopter, see the zombies crawl through town, the next the server is gone forever. I've seen this happen more than once. Optimization is the key, and the developers haven't found it yet. However, despite all these problems, the game can be great fun. But you've to be prepared to face a messy, constantly crashing game and servers that experience severe problems due to bad programming and conflicts.

Once I got involved in setting up a public server for the game, and it took us quite some time to get around the worst issues caused by the game, not the server. One of the main problems is the handling of virtual zombies. Most admins haven't even heard of that - at least that was the case when I still played on public servers. It's just a huge mess. In most cases, you probably encounter servers with such extremely noobish server settings that it's definitely no fun playing on them. Have you ever tried playing on a server with no respawn that has been running for more than a year? Try to forage a stone and a piece of wood to craft a spear or an axe that will last for three or four hits before it gets useless. Have you seen those burned down towns on maps that haven't turned off spreading fire? Have you ever tried to reach Giga Mart, the hardware store or the weapon shop in Westpoint just to see that someone had claimed them for a safehouse or built in or round them,which prevents the containers from respawning? Then just say goodbye to the most important places because they're gone forever.

Let's face the sad truth. There won't be any NPCs in this game. This game will never run stable. The few servers that are still alive will continue to face severe problems. The only thing that is certain are the lag spikes, the bugs, an entire list of empty servers, and the myriad tiny problems that will finally drive you off.

MY RECENT GAMING EXPERIENCE

After almost a year of absence I gave this game another chance. After all, it can be great fun, as I said. Admittedly, most servers are dead by now. I decided to play on a server called "Logens World", simply because I liked the harsh server settings. I had a great time playing alone on this one. There were hardly any other players, so I could concentrate on PvE. With me mostly playing alone, the ping was usually around 54, with only occasional short lags during extensive zombie movements. I met another guy from Switzerland, and we teamed up for some time. In seven hours of gaming we met only one other player on this server, a Korean who was online for approximately five minutes before he left again. Two days later, I met two Russians and helped them as far as I could. I settled next to the docks in Westpoint, built a nice three-storey house near the shore, destroyed the stairs with a sledgehammer and placed two sheet ropes to the enter my floating house. I caught fish and started farming on my roof. Life in the zombie apocalypse was beautiful. A few hours later, I met a hacker/griefer who spawned next to me, took a look at the house I'd been building for the last 8 hours, said, "Nice house", set it aflame and burned it down using cheats and spawned a series of wooden palisades to block my entrances. Yeah, great move.

Well, I decided to start over on my own game server. The guy from Switzerland came over and we played a bit, but then joining our hosted servers didn't work anymore. By now, we all know that the developers just need some time to deal with those problems: in two or three years this issue will be dealt with, and we'll be able to play again on each other's servers. But right now this means playing alone again, and this is so terribly boring, even if you try to give this game a huge chance.

DO I RECOMMEND IT?

I've played this game quite a lot. Some of it was fun, much of it got more and more boring, much of it was highly frustrating, and some of it was utterly bad. Was it at least quality gaming time? No. A lot of the time was about checking settings, getting rid of problems or finding a way around the more notorious ones. Some time was about checking the new mods: some of them are really interesting, some of them are good, but the majority of them isn't my cup of tea. In addition, a lot of the gaming experience revolves around repetition: you'll end up checking the selfsame houses over and over again. There'll be parts of the maps, such as the Mall or the Shooting Range, that most players won't ever see. If Steam gave me the option of voting UNDECIDED, I would do so. But faced with only the options to recommend it or not, I've to say that I don't recommend it.
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11 of 17 people (65%) found this review helpful
Not Recommended
4.2 hrs on record
Early Access Review
Posted: August 9
This is one of those early access games that got bogged down with the small things, which I check back in on occasionally to see if it has remembered the bigger picture. It doe not seem to have yet, though don't get me wrong since I feel as if I at one point got my value out of playing it. Progress in the game just feels as if it got slowed down reworking over and over systems that had already been completed. Then there is the issue I have that the game still shows a lot of art from when it used to be sprite based when it is now model based, which I think the most painful thing about that transition was how unappealing the user interface is now compared to the old one. If you really want to pick up this title, I would wait until it is out of devepoment because of how radically things can change from update to update.
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